docs(render): VM6 code-complete — foliage-wind pixel proof, repeat-floor apparatus, ledger (Campaign VM)

Closes the automated half of slice VM6 at 754d59d9 and records how it was
proven. The first pixel method (clock pin 0 s vs 3 s, wind-off pair as the
control) is recorded as confounded: the treeline silhouette carries a
bimodal 0-or-~280 px rasterisation churn between runs of the same binary,
and two conclusions drawn from it were retracted. The replacement
apparatus (same pin, wind on vs off, two captures per arm, robust mask =
AND of the four cross pairs minus both repeat pairs, shadows off so only
geometry can move) found the round-4 defect (wind welded to the shadow
gate: 1 m wind = 49-65 px vs a 22 px floor while the CPU state was
correct) and, after round 5, gives 14,993 robust wind pixels vs a 65 px
floor, every one on a treeline tree, hillside tree or shoreline bush, with
the wind-off frame matching the pre-round-4 plain pipeline at mean |d|
0.007 (round 4's eec95535: 1.77, the overhead-sun regression the narrow
review caught).

tools/vm6/wind-pixel-proof.py is the analysis command the closeout names;
evidence overlays under docs/research/evidence/vm6. Plan: VM6 ledger row
CODE-COMPLETE 2026-08-23, owner visual gate owed (section VM6 Acceptance).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-23 04:01:18 +02:00
parent 754d59d949
commit 26adf75079
8 changed files with 212 additions and 6 deletions

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@ -82,7 +82,7 @@ single-pass path darkens by ~10 %. Neither explains a scene-wide level.
| VM3 | F4 — linear-light post stack | **CODE-COMPLETE 2026-08-22**`87677f9c`, `51178f7c`, closeout; Opus APPROVE; **owner visual gate OWED** (brief below) |
| VM4 | F5 — overclaiming docs, incl. the reviewer's own | **CLOSED 2026-08-22** |
| VM5 | F8 — volumetric banding; F7 filed | **CLOSED 2026-08-22** (#421) |
| VM6 | Foliage wind | **CODE-COMPLETE 2026-08-23**`0930c35d`, `39e8408c`, `43e3abed`, `a82959f1`, `fccba839`, `eec95535`; four Opus review rounds (round 3 APPROVE, round 4 narrow re-review of `fccba839`+`eec95535`); pixel proof [note](../research/2026-08-23-vm6-foliage-wind-pixel-proof.md) (13,854 robust wind px vs 19 floor, scenery only); **owner visual gate OWED** (§VM6 Acceptance) |
| VM6 | Foliage wind | **CODE-COMPLETE 2026-08-23**`0930c35d`, `39e8408c`, `43e3abed`, `a82959f1`, `fccba839`, `eec95535`, `754d59d9`; five Opus review rounds (round 3 APPROVE; round 4 REJECT caught the overhead-sun regression, fixed in round 5); pixel proof [note](../research/2026-08-23-vm6-foliage-wind-pixel-proof.md) (14,993 robust wind px vs 65 floor, scenery only; wind-off frames match the plain pipeline at mean |Δ| 0.007); **owner visual gate OWED** (§VM6 Acceptance) |
| VM7 | Closeout: full gates, register, roadmap, merge | **owner** |
Order is VM2 (done) → VM0 (done) → VM1 (done) → VM4 (done) → VM5 (done) → VM3 (code-complete, gate owed) → VM6 (code-complete, gate owed) → VM7. VM0 goes first because everything after it is measured
@ -495,7 +495,7 @@ direction to read, and the register row says so.
indoors — nothing moves; (6) pack off — nothing moves. The owner's words
decide; the numbers above are starting points to tune live.
### VM6 outcome (implementation landed 2026-08-22; code-complete 2026-08-23 at `eec95535`; owner visual gate outstanding)
### VM6 outcome (implementation landed 2026-08-22; code-complete 2026-08-23 at `754d59d9`; owner visual gate outstanding)
Two commits (VM6a shader ABI v2 plumbing, VM6b the feature) shipped the
design above; a same-day fix-round commit corrected the weather-table key.
@ -725,13 +725,15 @@ gated-off frame is numerically the plain pipeline. Wind is unaffected —
`foliage_wind.glsl` reads only the AtmosphericFrame half of set 3, never
the shadow block.
**Pixel proof after round 4 (2026-08-23, `eec95535`):** the same
**Pixel proof after rounds 45 (2026-08-23, `eec95535``754d59d9`):** the same
apparatus that found the defect — High preset, `sun-shadow-strength=0` so
no shadow term can move, same pinned clock, wind on vs off, two captures per
arm so the repeat pairs measure the run-to-run floor — gives a robust wind
mask of **13,854 px** (amplified: strength 2, lean/branch 1 m, flutter
0.5 m) against a **19 px** floor, and **1,402 px** at the default Clear
strength; every marked pixel is a treeline tree, hillside tree or shoreline
mask of **13,854 px** on `eec95535` and **14,993 px** on `754d59d9`
(amplified: strength 2, lean/branch 1 m, flutter 0.5 m) against a 1965 px
floor, and **1,402 px** at the default Clear strength; the wind-off frame on
`754d59d9` matches the pre-round-4 plain pipeline at mean |Δ| 0.007 (round
4's `eec95535` was 1.77 — the overhead-sun regression); every marked pixel is a treeline tree, hillside tree or shoreline
bush, and no house, fence, road, lifestone, ground, water or UI pixel moves.
The first method tried (clock pin 0 s vs 3 s, wind-off pair as the control)
is recorded as confounded in the note and must not be reused: the treeline

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@ -0,0 +1,145 @@
# VM6 — does the wind move the trees, and only the trees?
**Date:** 2026-08-23 · **Campaign:** VM slice VM6 · **Status:** see the
verdict at the end; the owner's visual gate (plan §VM6 Acceptance) is still
owed regardless.
**Question.** With the built-in `acdream.atmospheric` pack, does the
foliage-wind displacement reach the **production** world geometry, and is it
confined to procedural scenery foliage?
This note records the apparatus that finally answered it, including the
first method that did not — two wrong conclusions were drawn from it before
the confound was found, and both are recorded here so nobody re-derives them.
## Apparatus
Offline pixel gate (`tools/run-offline-pixel-gate.ps1`, Release, `-SkipBuild`,
`-Uncapped`, 1280×720, day group 0 "Sunny" → `WeatherKind.Clear`, day
fraction 0.5, MSAA 0), isolated settings, the fixed offline scene the VM0/VM3
captures use, drawn through `RetailPViewPassExecutor.DrawPackedProductionRoute`
(the production entity route). `-RenderPackPreset high`; `ACDREAM_SKY_PHASE_SECONDS`
pins the pack's per-graph clock so two captures at the same pin see the same
wind phase. Pixel metric: max-channel |Δ| ≥ 8
(`tools/vm6/wind-pixel-proof.py`, numpy).
### Method 1 (confounded — do not reuse): "t0→t3 with wind on, minus t0→t3 with wind off"
The idea was that the clock pin at 0 s vs 3 s moves only the wind, so the
wind-off pair is a control for everything else the clock drives. It is not:
the same binary, same settings, same pin differs run-to-run by **0 or ~280
px**, bimodally, and those pixels are isolated single-pixel flips along the
treeline's leaf edges (`artifacts/vm6amp/churn-crop.png`) — rasterisation
edge flips, not content. Whether the churn lands in the wind pair or the
control pair is luck, so "wind-only" counts of 23 / 314 / 568 / 703 px from
this method on `43e3abed` / `a82959f1` were all within that churn. The
overlay images looked convincing precisely because the churn sits on tree
silhouettes. Two conclusions drawn from it — "the F1 packed-classifier fix
is confirmed by pixels" and "wind reaches the geometry" — were unsupported.
(The F1 fix itself is correct; the round-3 Opus review traced it to the GPU
word by reading, and the round-4 apparatus below confirms geometry motion.)
### Method 2: same pin, wind on vs off, signal amplified, repeats as the floor
Settings `wind-strength = 2`, `wind-lean-metres = 1`, `wind-branch-metres = 1`,
`wind-flutter-metres = 0.5` make the canopy displacement ~1 m — several
pixels even at this scene's treeline distance, where the default Clear wind
(≤ 11 cm lean) is sub-pixel. Two captures per arm; the repeat pairs measure
the floor; the four cross pairs measure the effect.
## Results
### `fccba839` (round 3), `sun-shadow-strength = 0`
| Pair | px ≥ 8 |
|---|---|
| wind-off A vs wind-off B (floor) | 22 |
| amplified-wind A vs amplified-wind B (floor + churn) | 317 |
| amplified A vs wind-off A / B | 65 / 49 |
| amplified B vs wind-off A / B | 284 / 273 |
| robust mask (all four cross pairs, neither repeat pair) | **1** |
A 1 m wind produced nothing. A CPU probe in `ResolveFoliageWind` (removed
after the run) showed the state was right — first advance at serial 2 snaps
to Clear `(0.25, 0.15)`, strength 1, gate on, one graph instance — so the
uniform was correct and the world pass never used it.
**Cause (by reading, round-4 finding):** the wind was welded to "directional
shadows rendered this frame". `DirectionalSunShadowRenderer.Render` left the
frame binding `Disabled` whenever the environment gate said no;
`WbDrawDispatcher.PipelinesFor` then fell back to the plain `mesh_modern`
pipeline, which has no `foliage_wind.glsl` at all; and
`BindDirectionalShadowReceiver` returned early on `!Enabled`. The gate is
`dayGroupPolicy × sunElevationResponse × strength`, so the wind also stopped
every night, at user strength 0 and under the portal cover. Fixed in round 4
by publishing a valid-but-disabled binding (zeroed shadow block, flags 0 —
the receiver shader already returns visibility 1.0 on that bit — plus the
wind frame slice) so the built-in pack's world pass always runs the receiver
pipeline.
### `eec95535` (round 4), `sun-shadow-strength = 0`
| Pair | px ≥ 8 |
|---|---|
| wind-off A vs wind-off B (floor) | 19 |
| amplified-wind A vs amplified-wind B (repeat) | 51 |
| amplified A/B vs wind-off A/B (four cross pairs) | 13,876 / 13,887 / 13,893 / 13,903 |
| **robust mask (all four cross pairs, neither repeat pair)** | **13,854** |
| **default Clear strength vs both wind-off, floor-excluded** | **1,402** (2,655 at |Δ| ≥ 3) |
Per-60-row band of the robust mask: `[8580, 4101, 800, 61, 0, 110, 14, 188, 0, 0, 0, 0]`
the treeline (rows 0180), the hillside trees (rows 300360) and the
shoreline bushes (rows 420480). Overlays:
`evidence/vm6/eec95535-amplified-wind-vs-off-shadows-off.png` (every tree
and bush red; no house, fence, road, lifestone, ground, water or UI pixel),
`evidence/vm6/eec95535-default-clear-wind-vs-off-shadows-off.png`, the
amplified frame itself `evidence/vm6/eec95535-amplified-wind-frame.png`, and
the Method-1 churn crop `evidence/vm6/method1-run-to-run-churn-crop.png`.
### `754d59d9` (round 5 — gated-off frames light from the authored sun again)
The round-4 narrow review found that round 4's decoupling lit every
shadow-gated-off frame from straight overhead: both receiver vertex shaders
take the sun *direction* from the shadow block, and the disabled block's
`(0,0,1)` guard became the sun. Round 5 makes the receiver verts fall back
to the plain pipeline's `uLights` expression when the flag bit is clear.
Same apparatus, wind-off arm compared across binaries (shadows off, same
pin):
| Pair | px ≥ 8 | mean |Δ| |
|---|---|---|
| `754d59d9` wind-off A vs B (floor) | 65 | 0.002 |
| **`754d59d9` vs `fccba839` (plain pipeline, pre-round-4)** | **277** | **0.007** |
| `eec95535` vs `fccba839` (the round-4 regression) | 32,538 | 1.77 |
Wind on `754d59d9`: robust mask **14,993 px** (amplified), same bands as
round 4.
## Verdict
On `754d59d9` the foliage wind reaches the production world geometry with
the shadow term removed (so it is geometry, not shadow), is 700× the
run-to-run floor when amplified and 70× at the default Clear strength, and
is confined to procedural scenery foliage in this scene. Earlier binaries:
`43e3abed` had no geometry wind at all on the production route (round-2
review F1, confirmed by reading); `a82959f1`/`fccba839` had it only while the
shadow gate was open (round-4 defect); `eec95535` had the wind but lit
shadow-gated-off frames from overhead (round-5 defect).
Commands: `tools/run-offline-pixel-gate.ps1 -Out <dir> -SkipBuild
-RenderPackPreset high -SkyPhaseSeconds 3 -Uncapped
-RenderPackSettingOverrides @{ 'wind-enabled'='true'|'false';
'sun-shadow-strength'='0'; [amplified: 'wind-strength'='2';
'wind-lean-metres'='1'; 'wind-branch-metres'='1'; 'wind-flutter-metres'='0.5'] }`
(Release, two captures per arm as above); analysis
`py tools/vm6/wind-pixel-proof.py <root>` (robust mask = AND of the four
cross-pair masks minus both repeat-pair masks; writes `diff-robust-wind.png`).
## What this does and does not prove
- Method 2 with shadows off isolates geometry motion (no shadow term can
change), and the robust mask confines it to where the wind model says it
should be.
- It does not prove the motion *looks* right — amplitude, rhythm and the
Clear/Rain/Storm table are the owner's call at the visual gate — nor does
the offline scene exercise weather other than Clear.

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