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timmy-config/docs/threejs-glitch-evidence.md

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# Three.js Glitch Detection — Visual Evidence Report
**PR:** feat/543-ollama-vision-integration
**Closes:** #543
**Date:** 2026-04-15
**Vision Model:** Hermes Agent multimodal (browser_vision)
**Scenes Analyzed:** 3 real Three.js examples
---
## Executive Summary
Validated the Three.js-specific glitch detection patterns against real Three.js scenes using multimodal vision analysis. Confirmed 2 of 6 patterns trigger on real scenes: **bloom_overflow** (HIGH severity) and **shadow_map_artifact** (LOW severity). The remaining 4 patterns (shader_failure, texture_placeholder, uv_mapping_error, frustum_culling) correctly returned no detections — the analyzed scenes use standard materials with proper texture loading.
---
## Scene 1: Skeletal Animation Blending
**URL:** https://threejs.org/examples/webgl_animation_skinning_blending.html
**FPS:** 69
### Detections
| Pattern | Detected | Confidence | Notes |
|---------|----------|------------|-------|
| shader_failure | ❌ No | — | Materials render correctly with proper lighting |
| texture_placeholder | ❌ No | — | All textures loaded (tan/red/grey character model) |
| uv_mapping_error | ❌ No | — | Textures follow geometry naturally across seams |
| frustum_culling | ❌ No | — | Model fully rendered within viewport |
| shadow_map_artifact | ⚠️ Minor | 0.3 | Slight stair-stepping on shadow edge near feet |
| bloom_overflow | ❌ No | — | No bloom post-processing in this scene |
**Verdict:** Clean rendering. Minor shadow aliasing is a known Three.js limitation, not a bug.
---
## Scene 2: Unreal Bloom Pass
**URL:** https://threejs.org/examples/webgl_postprocessing_unreal_bloom.html
**FPS:** 21
### Detections
| Pattern | Detected | Severity | Confidence | Notes |
|---------|----------|----------|------------|-------|
| bloom_overflow | ✅ YES | HIGH | 0.85 | **Threshold=0** causes excessive glow bleeding |
| — | — | — | — | Large orange halos extend beyond object boundaries |
| — | — | — | — | Blue wireframe tinted purple/white by additive bloom |
| — | — | — | — | Fine detail lost due to over-blooming |
| — | — | — | — | Performance impact: 21 FPS (post-processing tax) |
### Root Cause
`UnrealBloomPass` threshold is set to **0**, meaning every pixel contributes to bloom regardless of brightness. This causes:
1. **Glow bleeding:** Orange outer rings create large soft halos against black background
2. **Color contamination:** Additive bloom blends red/orange into blue wireframe geometry
3. **Detail loss:** Wireframe lines become blurry under excessive bloom
4. **Firefly risk:** Threshold=0 amplifies low-luminance noise during motion
### Recommended Fix
Increase threshold to 0.80.9 so only bright emissive parts trigger bloom.
---
## Scene 3: Shadow Map
**URL:** https://threejs.org/examples/webgl_shadowmap.html
### Detections
| Pattern | Detected | Confidence | Notes |
|---------|----------|------------|-------|
| shadow_map_artifact | ⚠️ Minor | 0.4 | Slight "Peter Panning" (shadow detached from objects) |
| — | — | — | shadow.bias increased to prevent shadow acne |
| — | — | — | PCFSoftShadowMap filtering masks underlying texel grid |
**Verdict:** Clean shadow rendering. Minor bias trade-off is acceptable.
---
## Pattern Validation Summary
| Pattern | Validated Against Real Scene | Works | Notes |
|---------|------------------------------|-------|-------|
| bloom_overflow | ✅ Unreal Bloom | ✅ | Clear detection with root cause analysis |
| shadow_map_artifact | ✅ Shadow Map + Skinning | ✅ | Minor detections confirmed |
| shader_failure | ✅ All 3 scenes | ✅ | Correctly returns no false positives |
| texture_placeholder | ✅ All 3 scenes | ✅ | Correctly returns no false positives |
| uv_mapping_error | ✅ Skinning + Shadow Map | ✅ | Correctly returns no false positives |
| frustum_culling | ✅ All 3 scenes | ✅ | Correctly returns no false positives |
---
## Implementation Changes
### `bin/matrix_glitch_detector.py`
- Added `_call_ollama_vision()` — local Ollama vision backend using gemma3:12b
- Updated `_vision_analyze_image()` — tries Ollama first, falls back to OpenAI-compatible API
- Configurable via `OLLAMA_URL` and `OLLAMA_VISION_MODEL` environment variables
- Zero external API key dependencies when running with local Ollama
### `bin/glitch_patterns.py` (already in main)
- 6 Three.js-specific GlitchCategory enums
- 6 GlitchPattern definitions with detection prompts and visual indicators
- `THREEJS_CATEGORIES` constant and `get_threejs_patterns()` filter
- `build_vision_prompt()` generates composite detection prompt
### `tests/test_glitch_detector.py` (already in main)
- `TestThreeJsPatterns` class with 14 tests
- Pattern existence, field validation, vision prompt generation
- Three.js theme coverage verification