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# CNN v3 How-To
Practical playbook for the CNN v3 pipeline: G-buffer effect, training data,
training the U-Net+FiLM network, and wiring everything into the demo.
See `CNN_V3.md` for the full architecture design.
---
## 1. Using GBufferEffect in the Demo
`GBufferEffect` is a full-class effect (Path B in `doc/EFFECT_WORKFLOW.md`).
It rasterizes proxy geometry to MRT G-buffer textures and packs them into two
`rgba32uint` feature textures (`feat_tex0`, `feat_tex1`) consumed by the CNN.
### Registration (already done)
- Shaders in `assets.txt`: `SHADER_GBUF_RASTER`, `SHADER_GBUF_PACK`
- Source in `cmake/DemoSourceLists.cmake`: `cnn_v3/src/gbuffer_effect.cc`
- Header included in `src/gpu/demo_effects.h`
- Test in `src/tests/gpu/test_demo_effects.cc`
### Adding to a Sequence
`GBufferEffect` does not exist in `seq_compiler.py` as a named effect yet
(no `.seq` syntax integration for Phase 1). Wire it directly in C++ alongside
your scene code, or add it to the timeline when the full CNNv3Effect is ready.
**C++ wiring example** (e.g. inside a Sequence or main.cc):
```cpp
#include "../../cnn_v3/src/gbuffer_effect.h"
// Allocate once alongside your scene
auto gbuf = std::make_shared<GBufferEffect>(
ctx, /*inputs=*/{"prev_cnn"}, // or any dummy node
/*outputs=*/{"gbuf_feat0", "gbuf_feat1"},
/*start=*/0.0f, /*end=*/60.0f);
gbuf->set_scene(&my_scene, &my_camera);
// In render loop, call before CNN pass:
gbuf->render(encoder, params, nodes);
```
### Internal passes
Each frame, `GBufferEffect::render()` executes:
1. **Pass 1 — MRT rasterization** (`gbuf_raster.wgsl`)
- Proxy box (36 verts) × N objects, instanced
- MRT outputs: `gbuf_albedo` (rgba16float), `gbuf_normal_mat` (rgba16float)
- Depth test + write into `gbuf_depth` (depth32float)
2. **Pass 2/3 — SDF + Lighting** — TODO (placeholder: shadow=1, transp=0)
3. **Pass 4 — Pack compute** (`gbuf_pack.wgsl`)
- Reads all G-buffer textures + `prev_cnn` input
- Writes `feat_tex0` + `feat_tex1` (rgba32uint, 20 channels, 32 bytes/pixel)
### Output node names
By default the outputs are named from the `outputs` vector passed to the
constructor. Use these names when binding the CNN effect input:
```
outputs[0] → feat_tex0 (rgba32uint: albedo.rgb, normal.xy, depth, depth_grad.xy)
outputs[1] → feat_tex1 (rgba32uint: mat_id, prev.rgb, mip1.rgb, mip2.rgb, shadow, transp)
```
### Scene data
Call `set_scene(scene, camera)` before the first render. The effect uploads
`GlobalUniforms` (view-proj, camera pos, resolution) and `ObjectData` (model
matrix, color) to GPU storage buffers each frame.
---
## 2. Preparing Training Data
CNN v3 supports two data sources: Blender renders and real photos.
### 2a. From Blender Renders
```bash
# 1. In Blender: run the export script (requires Blender 3.x+)
blender --background scene.blend --python cnn_v3/training/blender_export.py \
-- --output /tmp/renders/ --frames 200
# 2. Pack into sample directory
python3 cnn_v3/training/pack_blender_sample.py \
--render-dir /tmp/renders/frame_0001/ \
--output dataset/blender/sample_0001/
```
Each sample directory contains:
```
sample_XXXX/
albedo.png — RGB uint8 (material color, pre-lighting)
normal.png — RG uint8 (oct-encoded XY, remap [0,1])
depth.png — R uint16 (1/z normalized, 16-bit)
matid.png — R uint8 (object index / 255)
shadow.png — R uint8 (0=dark, 255=lit)
transp.png — R uint8 (0=opaque, 255=transparent)
target.png — RGB/RGBA (stylized ground truth)
```
### 2b. From Real Photos
Geometric channels are zeroed; the network degrades gracefully due to
channel-dropout training.
```bash
python3 cnn_v3/training/pack_photo_sample.py \
--photo cnn_v3/training/input/photo1.jpg \
--output dataset/photos/sample_001/
```
The output `target.png` defaults to the input photo (no style). Copy in
your stylized version as `target.png` before training.
### Dataset layout
```
dataset/
blender/
sample_0001/ sample_0002/ ...
photos/
sample_001/ sample_002/ ...
```
Mix freely; the dataloader treats all sample directories uniformly.
---
## 3. Training
*(Network not yet implemented — this section will be filled as Phase 3+ lands.)*
**Planned command:**
```bash
python3 cnn_v3/training/train_cnn_v3.py \
--dataset dataset/ \
--epochs 500 \
--output cnn_v3/weights/cnn_v3_weights.bin
```
**FiLM conditioning** during training:
- Beat/audio inputs are randomized per sample
- Network learns to produce varied styles from same geometry
**Validation:**
```bash
python3 cnn_v3/training/train_cnn_v3.py --validate \
--checkpoint cnn_v3/weights/cnn_v3_weights.bin \
--input test_frame.png
```
---
## 4. Running the CNN v3 Effect (Future)
Once the C++ CNNv3Effect exists:
```seq
# BPM 120
SEQUENCE 0 0 "Scene with CNN v3"
EFFECT + GBufferEffect prev_cnn -> gbuf_feat0 gbuf_feat1 0 60
EFFECT + CNNv3Effect gbuf_feat0 gbuf_feat1 -> sink 0 60
```
FiLM parameters are uploaded via uniform each frame:
```cpp
cnn_v3_effect->set_film_params(
params.beat_phase, params.beat_time / 8.0f, params.audio_intensity,
style_p0, style_p1);
```
---
## 5. Per-Pixel Validation
The CNN v3 design requires exact parity between PyTorch, WGSL (HTML), and C++.
*(Validation tooling not yet implemented.)*
**Planned workflow:**
1. Export test input + weights as JSON
2. Run Python reference → save per-pixel output
3. Run HTML WebGPU tool → compare against Python
4. Run C++ `cnn_v3_test` tool → compare against Python
5. All comparisons must pass at ≤ 1/255 per pixel
---
## 6. Phase Status
| Phase | Status | Notes |
|-------|--------|-------|
| 1 — G-buffer (raster + pack) | ✅ Done | Integrated, 35/35 tests pass |
| 1 — G-buffer (SDF + shadow passes) | TODO | Placeholder in place |
| 2 — Training infrastructure | ✅ Done | blender_export.py, pack_*_sample.py |
| 3 — WGSL U-Net shaders | ✅ Done | 5 compute shaders + cnn_v3/common snippet |
| 4 — C++ CNNv3Effect | TODO | FiLM uniform upload |
| 5 — Parity validation | TODO | Test vectors, ≤1/255 |
---
## 7. CNN v3 Inference Shaders (Phase 3)
Five compute passes, each a standalone WGSL shader using `#include "cnn_v3/common"`.
The common snippet provides `get_w()` and `unpack_8ch()`.
| Pass | Shader | Input(s) | Output | Dims |
|------|--------|----------|--------|------|
| enc0 | `cnn_v3_enc0.wgsl` | feat_tex0+feat_tex1 (20ch) | enc0_tex rgba16float (4ch) | full |
| enc1 | `cnn_v3_enc1.wgsl` | enc0_tex (AvgPool2×2 inline) | enc1_tex rgba32uint (8ch) | ½ |
| bottleneck | `cnn_v3_bottleneck.wgsl` | enc1_tex (AvgPool2×2 inline) | bottleneck_tex rgba32uint (8ch) | ¼ |
| dec1 | `cnn_v3_dec1.wgsl` | bottleneck_tex + enc1_tex (skip) | dec1_tex rgba16float (4ch) | ½ |
| dec0 | `cnn_v3_dec0.wgsl` | dec1_tex + enc0_tex (skip) | output_tex rgba16float (4ch) | full |
**Parity rules baked into the shaders:**
- Zero-padding (not clamp) at conv borders
- AvgPool 2×2 for downsampling (exact, deterministic)
- Nearest-neighbor for upsampling (integer `coord / 2`)
- Skip connections: channel concatenation (not add)
- FiLM applied after conv+bias, before ReLU: `max(0, γ·x + β)`
- No batch norm at inference
- Weight layout: OIHW (out × in × kH × kW), biases after conv weights
**Params uniform per shader** (`group 0, binding 3`):
```
struct Params {
weight_offset: u32, // f16 index into shared weights buffer
_pad: vec3u,
gamma: vec4f, // FiLM γ (enc1: gamma_lo+gamma_hi for 8ch)
beta: vec4f, // FiLM β (enc1: beta_lo+beta_hi for 8ch)
}
```
FiLM γ/β are computed CPU-side by the FiLM MLP (Phase 4) and uploaded each frame.
**Weight offsets** (f16 units, including bias):
| Layer | Weights | Bias | Total f16 |
|-------|---------|------|-----------|
| enc0 | 20×4×9=720 | +4 | 724 |
| enc1 | 4×8×9=288 | +8 | 296 |
| bottleneck | 8×8×1=64 | +8 | 72 |
| dec1 | 16×4×9=576 | +4 | 580 |
| dec0 | 8×4×9=288 | +4 | 292 |
| **Total** | | | **2064 f16 = ~4 KB** |
**Asset IDs** (registered in `workspaces/main/assets.txt` + `src/effects/shaders.cc`):
`SHADER_CNN_V3_COMMON`, `SHADER_CNN_V3_ENC0`, `SHADER_CNN_V3_ENC1`,
`SHADER_CNN_V3_BOTTLENECK`, `SHADER_CNN_V3_DEC1`, `SHADER_CNN_V3_DEC0`
**C++ usage (Phase 4):**
```cpp
auto src = ShaderComposer::Get().Compose({"cnn_v3/common"}, raw_wgsl);
```
---
## 8. Quick Troubleshooting
**GBufferEffect renders nothing / albedo is black**
- Check `set_scene()` was called before `render()`
- Verify scene has at least one object
- Check camera matrix is not degenerate (near/far, aspect)
**Pack shader fails to compile**
- `gbuf_pack.wgsl` uses no `#include`s; ShaderComposer compose is a no-op
- Check `ASSET_SHADER_GBUF_PACK` resolves in assets.txt
**Raster shader fails with `#include "common_uniforms"` error**
- `ShaderComposer::Get().Compose({"common_uniforms"}, src)` must be called
before passing to `wgpuDeviceCreateShaderModule` — already done in effect.cc
**G-buffer outputs wrong resolution**
- `resize()` is not yet implemented in GBufferEffect; textures are fixed
at construction size. Will be added when resize support is needed.
---
## 9. See Also
- `cnn_v3/docs/CNN_V3.md` — Full architecture design (U-Net, FiLM, feature layout)
- `doc/EFFECT_WORKFLOW.md` — General effect integration guide
- `cnn_v2/docs/CNN_V2.md` — Reference implementation (simpler, operational)
- `src/tests/gpu/test_demo_effects.cc` — GBufferEffect construction test
|