acdream/docs/plans
Erik 87677f9c4f feat(render): Atmospheric post stack runs in linear light; neutral preset is numerically the pack-off image (Campaign VM VM3)
Closes review finding F4 (docs/research/2026-08-22-campaign-ar-review.md):
retail's main-world colour, sun rays and volumetric shafts are all
gamma-encoded display-space values (the 2013 client has no linear
lighting pipeline), but bloom thresholding, ACES (Narkowicz fit),
Rec.709 luma saturation, the contrast pivot and the vignette were all
operating directly on those gamma values, then writing the result to
the UNORM swapchain without re-encoding.

- atmospheric_common.glsl gains acdreamDecodeDisplay/acdreamEncodeDisplay
  (pow(c, 2.2) / pow(c, 1/2.2)). 2.2 is the retail-era CRT/early-LCD
  display-gamma assumption, deliberately not the sRGB piecewise curve,
  which would claim a precision retail's authoring pipeline never had.
  uAtmosphereSunColor's comment is corrected from "authored linear rgb"
  to "authored display-space rgb (retail has no linear pipeline)".
- atmospheric_bloom_downsample.frag, atmospheric_filmic.frag (both the
  fused-Low and non-fused paths) decode every world/ray/volumetric read
  before summing/thresholding; atmospheric_bloom_blur.frag is unchanged
  (it already reads the now-linear bloom buffer); atmospheric_sun_rays.frag
  and atmospheric_volumetric.frag are documented as writing display-space
  colour that the consumers decode.
- The contrast pivot moves from 0.5 (a gamma-space midpoint) to 0.18
  (linear mid-grey, the standard 18%-grey-card exposure convention).
  The final filmic output is clamped in linear, then re-encoded before
  the UNORM write.
- Bloom threshold/knee are re-derived for linear light: the pre-VM3
  gamma-space pair was threshold 1.0 / knee 0.45, i.e. a soft range of
  [0.55, 1.0] in gamma. Decoding both ends with the same 2.2 assumption
  gives decode(1.0) = 1.0 (threshold unchanged) and
  decode(0.55) = 0.55^2.2 ~= 0.27, so linear knee = 1.0 - 0.27 ~= 0.73.
  Replaced the inline 0.45f literals with named constants
  BloomThresholdLinear = 1f / BloomKneeLinear = 0.73f on
  AtmosphericPostProcessGraph. bloom-strength's 0.65 default is
  untouched.
- Exposure stays at its accepted 0.80 default: in linear,
  encode(acesFitted(0.80 * decode(0.46))) ~= 0.50, reproducing the same
  accepted midtone the old gamma-space pipeline produced as 0.51 for the
  same 0.46 input (0.46 * 0.80 fed straight into acesFitted, no
  decode/encode). Highlights now retain more (gamma 0.9 input moves from
  ~0.74 to ~0.85 through the full pipeline) and blacks deepen slightly
  (gamma 0.1 moves from ~0.09 to ~0.05) — the owner's visual gate judges.
- Added AtmosphericColorPipeline, a CPU mirror of the GLSL decode/encode/
  ACES/grade/filmic math (line-for-line, with a header comment requiring
  it stay mirrored), and AtmosphericColorPipelineTests: neutral-preset
  identity within half an 8-bit step for a 0..255 grey sweep (proving the
  neutral preset is numerically the pack-off image), decode/encode
  round-trip within 1e-6, monotonic-in-exposure, the pinned midtone/
  highlight/shadow numbers above, and the bloom-knee derivation.
- Added a shader-source pinning test so a future edit cannot silently
  drop the colour-space conversions: atmospheric_filmic.frag must
  contain exactly one acdreamEncodeDisplay( call in main()'s output,
  atmospheric_bloom_downsample.frag must contain at least three
  acdreamDecodeDisplay( calls.
- Regenerated SPIR-V (tools/compile-shaders.ps1, glslc from the
  installed Vulkan SDK). Only atmospheric_bloom_downsample.frag.spv and
  atmospheric_filmic.frag.spv changed in bytes; every other pack shader
  that includes atmospheric_common.glsl recompiled to a byte-identical
  binary (the new decode/encode helpers are unreferenced dead code for
  them). VulkanShaderManifestTests' retail-oracle SHA-256 set
  (mesh_modern, terrain_modern, mesh_detail, etc.) is untouched and
  still passes — the retail default path did not change.
- Docs: noted the linear-light move in the AR plan's Slice 1 section,
  and added a "Colour space" section to the render-pack ABI doc
  (docs/render-packs/semantic-bindings-v1.md) naming which inputs are
  display-space and pointing at atmospheric_common.glsl as the
  reference implementation. No ABI version bump — the binding layout
  is unchanged.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-22 23:10:57 +02:00
..
2026-04-10-phase-1-terrain-and-plugin-scaffold.md docs: phase 1 implementation plan 2026-04-10 09:17:49 +02:00
2026-04-10-phase-2-static-meshes-design.md docs(phase-2): refine design after DatReaderWriter spike 2026-04-10 17:18:43 +02:00
2026-04-10-phase-2-static-meshes-plan.md docs: phase 2 implementation plan (tasks 1-10 full, 11-18 sketch) 2026-04-10 17:27:53 +02:00
2026-04-10-phase-2b-design.md docs: phase 2b design — atlas textures, neighbors, dual cameras, plugin api 2026-04-10 20:00:23 +02:00
2026-04-10-phase-2b-plan.md docs: phase 2b implementation plan (9 tasks) 2026-04-10 20:13:03 +02:00
2026-04-10-phase-3c-terrain-blending-plan.md docs(plan): Phase 3c terrain blending plan 2026-04-10 23:43:04 +02:00
2026-04-10-phase-4-networking-design.md docs(plan): Phase 4 networking design 2026-04-10 22:31:26 +02:00
2026-04-10-plugin-architecture-design.md docs: plugin architecture design 2026-04-10 09:11:52 +02:00
2026-04-11-roadmap.md docs(plans): Campaign VM — VisualMaster plan + the Campaign AR review it closes 2026-08-22 18:17:08 +02:00
2026-04-13-rendering-rebuild.md fix(movement): jump works locally (airborne velocity preserved) 2026-04-14 00:12:11 +02:00
2026-04-23-sky-weather-lightning-port.md docs(sky): port plan for PhysicsScript/fog/lightning/crossfade 2026-04-24 10:53:46 +02:00
2026-04-24-ui-framework.md docs(ui): align architecture with retained runtime 2026-07-10 16:57:44 +02:00
2026-04-27-phase-c1-pes-particles.md feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
2026-04-29-movement-collision-conformance.md docs(phys L.2g): slice 1 shipped handoff + B.4 gap discovery + plan-of-record 2026-05-12 23:17:05 +02:00
2026-04-30-sky-pes-port.md docs(plans): #36 sky-PES dispatch port plan + .gitignore for retail-debugger scratch 2026-04-30 23:00:46 +02:00
2026-05-08-phase-n5-perf-baseline.md phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted 2026-05-08 22:01:36 +02:00
2026-05-09-phase-n5b-perf-baseline.md docs(N.5b T10): roadmap + ISSUES + CLAUDE.md + perf baseline updates 2026-05-09 13:03:14 +02:00
2026-05-10-perf-tiers-2-3-roadmap.md docs(perf): roadmap for Tier 2 + Tier 3 entity-dispatcher optimizations 2026-05-10 09:38:38 +02:00
2026-05-11-phase-n6-perf-baseline.md docs(perf #N6.1): apply final-review fixes — spec, baseline doc, issue #55 2026-05-11 12:51:10 +02:00
2026-05-12-milestones.md docs: hand off placement campaign finish 2026-08-03 12:54:47 +02:00
2026-05-12-phase-c1.5b-handoff.md docs(vfx #C.1.5b): handoff for next slice (issue #56 + EnvCell statics) 2026-05-11 18:22:01 +02:00
2026-06-11-building-render-port-plan.md test: separate diagnostic apparatus from release gates 2026-08-18 11:06:08 +02:00
2026-07-02-retail-motion-animation-rewrite.md fix(motion): restore retail object manager order 2026-07-19 21:40:14 +02:00
2026-07-20-automated-world-lifecycle-gate.md docs(runtime): close deterministic world lifecycle gate 2026-07-21 00:00:31 +02:00
2026-07-21-gamewindow-slice-1-selection-interaction.md docs(architecture): close selection extraction slice 2026-07-21 09:04:31 +02:00
2026-07-21-gamewindow-slice-2-live-animation-presentation.md docs(architecture): close live animation slice 2026-07-21 10:03:20 +02:00
2026-07-21-gamewindow-slice-3-live-session.md docs(architecture): close live-session ownership slice 2026-07-21 12:44:48 +02:00
2026-07-21-gamewindow-slice-4-live-entity-integration.md docs(plan): complete GameWindow slice 4 2026-07-21 19:29:04 +02:00
2026-07-21-gamewindow-slice-5-landblock-presentation.md docs(architecture): close GameWindow slice 5 2026-07-21 23:45:45 +02:00
2026-07-21-gamewindow-slice-6-update-frame-orchestration.md docs(architecture): close GameWindow slice 6 2026-07-22 03:54:11 +02:00
2026-07-22-gamewindow-slice-7-render-frame-orchestration.md docs(architecture): close GameWindow render slice 2026-07-22 08:40:52 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-g-runtime-settings.md refactor(settings): own two-phase runtime settings 2026-07-22 13:30:22 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-h-resource-ownership.md refactor(lifetime): own render resource prefixes 2026-07-22 14:42:14 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i-ordered-composition.md refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i6-ui-live-presentation.md refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i7-session-player.md refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-i8-frame-roots-session-start.md refactor(app): make session start terminal 2026-07-22 19:06:00 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-j-lifetime-shutdown.md refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-k-canonical-soak.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-22-gamewindow-slice-8-checkpoint-l-closeout.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-22-gamewindow-slice-8-composition-lifecycle.md docs(architecture): record GameWindow automated closeout 2026-07-22 20:52:25 +02:00
2026-07-23-world-interaction-completion.md docs: world-interaction program CLOSEOUT — all six slices complete, vendors user-accepted end to end 2026-08-08 17:56:42 +02:00
2026-07-24-modern-runtime-architecture.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00
2026-07-24-modern-runtime-slice-b-envcell-dedup.md docs(perf): close Slice B with full-bake evidence 2026-07-24 14:10:50 +02:00
2026-07-24-modern-runtime-slice-c-prepared-assets.md perf(content): close prepared asset cutover 2026-07-24 15:49:24 +02:00
2026-07-24-modern-runtime-slice-d-unified-residency.md docs(render): close unified residency slice 2026-07-24 17:06:17 +02:00
2026-07-24-modern-runtime-slice-e-cost-budgeted-streaming.md fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
2026-07-24-modern-runtime-slices-f-g-render-scene.md docs(rendering): close retained-scene G5 2026-07-25 13:55:38 +02:00
2026-07-25-modern-runtime-slice-h.md fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
2026-07-25-modern-runtime-slice-i.md fix(physics): traverse prepared indoor portal topology 2026-07-27 00:02:44 +02:00
2026-07-25-modern-runtime-slice-j.md docs(runtime): close Slice J and activate Slice K 2026-07-27 01:01:41 +02:00
2026-07-25-modern-runtime-slice-j2.md docs(runtime): close J2 session lifetime gate 2026-07-25 19:46:47 +02:00
2026-07-25-modern-runtime-slice-j3-object-table.md docs(runtime): close J3.4 and plan J3.5 2026-07-26 06:09:28 +02:00
2026-07-25-modern-runtime-slice-j3-projection-store.md docs(runtime): close J3.3 and hand off J3.4 2026-07-25 22:29:34 +02:00
2026-07-25-modern-runtime-slice-j3.md docs(runtime): close canonical entity object lifetime 2026-07-26 07:35:42 +02:00
2026-07-26-modern-runtime-slice-j3-delta-stream.md docs(runtime): close J3.5 and plan J3.6 2026-07-26 06:54:47 +02:00
2026-07-26-modern-runtime-slice-j3-hardening.md docs(runtime): close canonical entity object lifetime 2026-07-26 07:35:42 +02:00
2026-07-26-modern-runtime-slice-j4.md docs(runtime): close gameplay-state ownership 2026-07-26 10:17:39 +02:00
2026-07-26-modern-runtime-slice-j5.md docs(runtime): close simulation ownership 2026-07-26 16:29:28 +02:00
2026-07-26-modern-runtime-slice-j6.md docs(runtime): close exact world host ownership 2026-07-26 18:41:24 +02:00
2026-07-26-modern-runtime-slice-j7.md docs(runtime): close the accepted J7 visual gate 2026-07-27 00:12:26 +02:00
2026-07-26-modern-runtime-slice-j8.md docs(runtime): close Slice J and activate Slice K 2026-07-27 01:01:41 +02:00
2026-07-26-modern-runtime-slice-k.md docs(headless): close modern runtime slice K 2026-07-27 11:31:19 +02:00
2026-07-26-modern-runtime-slice-l.md docs(linux): park Slice L at L1 checkpoint 2026-07-27 12:35:47 +02:00
2026-07-27-vulkan-campaign.md docs(render): Campaign V is closed - the deferred reruns pass on the GL-free tree 2026-07-29 07:49:29 +02:00
2026-07-29-network-transport-campaign.md docs: Campaign N CLOSED - user-accepted; #260 closed; #262 filed 2026-07-29 17:48:45 +02:00
2026-07-29-physics-parity-campaign.md test(physics): harden TS-4 production chronology 2026-07-31 14:08:51 +02:00
2026-07-29-post-vulkan-work-intake.md docs: VTank requirements research - the plugin-automation milestone model 2026-07-29 16:29:49 +02:00
2026-07-30-physics-parity-visual-matrix.md docs(physics): close Campaign P visual matrix 2026-07-31 10:20:48 +02:00
2026-08-02-placement-cutover.md docs: close the placement cutover ledger — #280 user-passed, remaining gates NOT RUN 2026-08-06 11:05:49 +02:00
2026-08-03-recent-regression-cleanup.md docs: close the recent-regression cleanup plan 2026-08-03 14:34:07 +02:00
2026-08-06-collision-fidelity-campaign.md test(physics): S6 — the camera provably reaches both PerfectClip TOI tails; contained, not dormant 2026-08-07 09:21:40 +02:00
2026-08-07-morning-gate-checklist.md docs: morning gate G1 user-passed — AD-65 downhill slope feel accepted 2026-08-07 06:50:58 +02:00
2026-08-08-audio-parity-campaign.md feat(audio): Ctrl+M instant mute + inn-chatter investigation closed as server content 2026-08-09 14:09:24 +02:00
2026-08-09-chat-parity-campaign.md fix(ui): restore retail vitals and window interactions 2026-08-20 13:26:35 +02:00
2026-08-10-options-panel-campaign.md docs: park Campaign OP — gate-4 fixes committed, user re-check owed at resume 2026-08-11 23:11:43 +02:00
2026-08-11-fellowship-allegiance-campaign.md docs: FA7 closeout — Campaign FA CODE-COMPLETE 2026-08-12 10:30:19 +02:00
2026-08-14-launcher-campaign.md Merge campaign-cc2: CC2 CharacterCreate wire, review-closed 2026-08-15 13:39:08 +02:00
2026-08-15-character-creation-campaign.md docs: Campaign CC connected gate PASSED — campaign CLOSED user-accepted 2026-08-16 2026-08-16 19:13:36 +02:00
2026-08-18-release-stabilization.md docs: record stabilization merge handoff 2026-08-18 17:49:09 +02:00
2026-08-19-launcher-usability-campaign.md docs: close Campaign LU with its ledger and the four gate traps 2026-08-20 08:13:29 +02:00
2026-08-21-atmospheric-rendering.md feat(render): Atmospheric post stack runs in linear light; neutral preset is numerically the pack-off image (Campaign VM VM3) 2026-08-22 23:10:57 +02:00
2026-08-21-chat-text-tag-campaign.md feat(chat): CT-B4 — @log, and the research block that was a wrong question 2026-08-21 11:28:20 +02:00
2026-08-21-contract-tracker-campaign.md docs(quest): Campaigns QT and QJ closed user-accepted 2026-08-21 18:31:25 +02:00
2026-08-21-journal-campaign.md docs(quest): Campaigns QT and QJ closed user-accepted 2026-08-21 18:31:25 +02:00
2026-08-22-visualmaster-campaign.md fix(render): jitter the volumetric march per pixel (IGN); file #421 for the shadow transform buffer (Campaign VM VM5) 2026-08-22 22:56:03 +02:00
animation-system-audit.md docs(anim): Phase L.1a animation system audit 2026-04-28 10:38:58 +02:00