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5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 9c347d580f | |||
| 7d2a3064ad | |||
| e753a68147 | |||
| 554eb5076f | |||
| 0a450bfd91 |
@@ -273,12 +273,26 @@ calibration. The re-bake is a later offline-pipeline task.
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## 8. Open questions (for the plan, not blockers)
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- **Calibration curve shape** — the panel exposes the params; the final
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`DEFAULT_CALIBRATION` values are settled by eye, not fixed here.
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- **Grade vs. Left overlay interaction** — with a runtime overlay the grade need *not*
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tint the HUD (unlike the baked path); decide in the renderer whether the Left overlay
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sits above or below the grade. Default: **above** (HUD stays legible regardless of
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mood). Revisit by eye.
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- **Calibration curve shape** — **RESOLVED (session 0010, by eye).**
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`DEFAULT_CALIBRATION` is **locked** to unity gains + a linear variant map
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(`mood_gain=1.0`, `overlay_gain=1.0`, `right_variant_map=(0,1,2,3,4)`), as a
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deliberate choice: with the dark-grade fix below, full knob is peaceful on
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every axis (POC + sim), so full tilt = full look and the 5 notches map 1:1 to
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the 5 discrete Right bakes. This also closes the **session-0006** convention
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question — knobs run 0=off..4=max, equal Dark/Light = identity; no
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"centered at 2 = no push." Guarded by `test_default_calibration_is_locked`.
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- **Grade vs. Left overlay interaction** — **RESOLVED: overlay above the grade.**
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The simulator composites the Left HUD (SVG) above the mood grade and the cool
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tint, so the HUD stays legible regardless of mood. The Pi renderer should do
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the same.
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- **Dark-pole grade look** — **FIXED (session 0010).** The first by-eye pass found
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the sim's dark grade used a full-frame `hue-rotate(-200deg)`, which turned the
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rock orange and trees purple — the disorienting look rejected in 0008, not the
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peaceful POC `dark_frame`. Replaced with darken + slight desaturate on the video
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filter plus a `multiply`-blended deep-blue wash (`#tint`) that lifts shadows
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toward blue while preserving natural greens. The Pi renderer (later slice) will
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do proper grading; this matches the approved POC dark look closely enough to tune
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by eye in the sim.
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- **Crossfade timing in the browser** — a simple opacity crossfade is enough for tuning;
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the real timing engine is a later slice.
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- **Placeholder fidelity** — how close the strength-1–3 placeholders should look to real
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+19
-1
@@ -42,7 +42,25 @@ class Calibration:
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right_variant_map: tuple = (0, 1, 2, 3, 4)
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DEFAULT_CALIBRATION = Calibration()
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# The LOCKED calibration (session 0010, 2026-06-07) — settled by eye in the
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# simulator, closing the open session-0006 knob->strength decision. Convention:
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# every experience knob runs 0 = off .. 4 = max, and equal Dark/Light = identity
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# (raw footage); there is no "centered at 2 = no push" coordinate.
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# - mood_gain = 1.0: full Dark/Light knob reaches the full mood grade. By-eye
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# evidence (POC renders + sim, after the dark-grade fix this session) shows
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# full tilt is peaceful on every axis, so no softening is warranted.
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# - overlay_gain = 1.0: full Left = opacity 1.0; the HUD is legible, not
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# overwhelming, sitting above the grade.
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# - right_variant_map linear: the 5 knob notches map 1:1 onto the 5 discrete
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# pre-baked Right strengths (0 = raw base).
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# These are unity/linear by deliberate choice, not as placeholders. The curve
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# stays parameterized so a future re-bake or a different feel is one edit away;
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# test_default_calibration_is_locked guards the values from drifting silently.
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DEFAULT_CALIBRATION = Calibration(
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mood_gain=1.0,
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overlay_gain=1.0,
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right_variant_map=(0, 1, 2, 3, 4),
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)
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@dataclass(frozen=True)
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@@ -0,0 +1,130 @@
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# Session 0009.0 — Transcript
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> App: human-experience-filter-art
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> Start: 2026-06-07T22-41 (PST)
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> End: 2026-06-07T23-03 (PST)
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> Type: coding
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> Status: **FINALIZED**
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## Launch prompt
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Opened with `/goal next` — resume the goal recorded at the 0008 finalize. The
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session gate resolved the stored `Next /goal:` from memory:
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> Reconcile the 0007 simulator-alteration-preview design (UNMERGED) with the
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> merged 0008 scales-library + flow-stabilized Right-axis design — resolve the
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> Left-HUD conflict (baked-into-5×5-grid vs runtime Pango/HarfBuzz overlay) FIRST
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> — then writing-plans → build the simulator-first slice: deterministic
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> Dark/Light/Left + a flow-stabilized Right restyle over ONE neutral scale clip
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> wired into the simulator. Defer Pi renderer, endless-encoder/serial, AI
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> zoom-transitions.
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## Plan
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Brainstorm the reconciliation (resolve Left-HUD first) → write a unified design
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doc → writing-plans → build & merge the simulator-first alteration slice.
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## Pre-state
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- On `main` at `c99a669`, clean tree; ran from the **main clone** (not a nested
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worktree — avoiding the session-resolver ambiguity gotcha flagged in 0008).
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- Two unmerged design threads: session-0007's
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`feature/simulator-alteration-preview` (baked-HUD 5×5 grid, design doc only, no
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code) vs. session-0008's merged scales-library/right-axis design (runtime-overlay
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HUD). The Left-HUD conflict between them was the thing to resolve.
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- Slice-1 engine (`player/`) on `main`: `RenderPlan {grade, overlay, restyle}` with
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a continuous `Restyle.blend` and a runtime `AnalyticalOverlay`. Simulator still on
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the old *selection* surface (`/api/select`, X-ray, `fixtures.py`).
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- 0008 POC artifacts present in `~/hef-poc/out/` (outside repo): real `neutral.mp4`
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base + `right_flow.mp4` flow-stabilized restyle.
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## Session arc (uncurated)
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1. **Claimed 0009** (coding) from the main clone; resolver worked cleanly. Read
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both specs + memory in full.
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2. **Surfaced the conflict precisely — it was 2-D, not 1-D.** Beyond the Left-HUD
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rendering question, the two designs disagreed on the *shape of the pre-baked set*:
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0007 made BOTH Left and Right a 5×5 grid of 24 authored clips; 0008 made only
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Right pre-baked and Left a runtime overlay. Key realization: **0008 §1.2 already
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IS the hybrid the operator floated** ("authored box positions + runtime-shaped
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text") — authored annotation track for layout, runtime shaping for cheap i18n.
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3. **Brainstorming → one operator question.** Asked the single load-bearing fork
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(Left HUD: runtime-overlay+authored-track vs fully-baked vs defer). Operator chose
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**runtime overlay + authored track** (the 0008 / hybrid position). Everything else
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followed from approved material, so I proceeded autonomously.
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4. **Found the engine was already most of the way there.** The merged slice-1 engine
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already keeps a runtime `AnalyticalOverlay` — only 0007's *unmerged doc* proposed
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removing it. So the reconciliation was surgical: continuous `Restyle.blend` →
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discrete `Restyle.variant`; add `AnalyticalOverlay.level`; add a frozen
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`Calibration`. Wrote the reconciled design doc (brought the 0007 doc onto the
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branch so its superseded position is preserved + links resolve), committed.
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5. **writing-plans → a full TDD plan** (`docs/superpowers/plans/...`), then executed
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it task-by-task with executing-plans:
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- **Task 1–2 (engine):** `Calibration`+`DEFAULT_CALIBRATION` (behavior-preserving),
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`Restyle.variant`, `AnalyticalOverlay.level`, `render_plan_to_dict`. `state.py`
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needed no logic change (compares whole `Restyle`). Tests rewritten/green.
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- **Task 3 (clips):** `simulator/clips.py` manifest model; retired `fixtures.py` +
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`test_fixtures.py`.
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- **Task 4 (API):** `/api/alteration` + `/api/clips`; removed `/api/select` +
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`/api/catalog/meta`. *Wrong turn:* asserted retired POST returns 404, but the
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static catch-all yields **405** for an unrouted POST — relaxed the assertion to
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"404 or 405 = gone."
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- **Task 5 (media):** `sample_media/manifest.json` + `setup_sample_media.py` that
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copies the real POC `neutral.mp4`→base and `right_flow.mp4`→Right-strength-4 and
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ffmpeg-blends placeholder strengths 1–3. mp4s gitignored. Ran it — 5 files
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produced.
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- **Task 6 (UI):** rewrote `simulator/static/` as the alteration preview (live
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grade via CSS filters, Right-variant `<video>` crossfade, live SVG Left overlay
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from the annotation track + string table, calibration panel, RenderPlan readout).
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- **Task 7 (docs):** parent design §4.3/§10 pointers; ROADMAP slice 2 done +
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deferred slices; USER_GUIDE simulator section rewritten.
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- *Environment:* `python` not on PATH; used `.venv/bin/python` throughout.
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6. **Verified end-to-end.** `pytest -q` → **192 passed, 2 skipped**. Booted the sim
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on a scratch port: `/api/clips` returns the manifest (variant 0→base), the engine
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plan is correct by eye (left=3→level 3/intensity 0.75, right=4→variant 4,
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dark=4→tone −1.0), and the **real** `right4.mp4` + base served as `video/mp4`.
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7. **Shipped.** Pushed the branch, created **Gitea PR #7** via the keychain-token API
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helper, **merged** it (autonomous posture), synced `main`, re-verified tests green
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on the merged result, deleted my merged feature branch (local + remote).
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## Cut state (what landed)
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- **PR #7 merged to `main`** (merge `554eb50`): the reconciliation design + the built
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simulator-first alteration slice (engine + simulator + media tooling + docs). 9
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commits.
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- `main` green: 192 passed / 2 skipped. Sim verified booting + serving real media.
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- Memory updated: `sub-project-3-player-progress.md` (+ `MEMORY.md` index) — conflict
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resolved, slice 2 shipped, new Next /goal.
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- POC artifacts untouched in `~/hef-poc/` (still the source for `setup_sample_media.py`).
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## Deferred decisions
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- **Brought the 0007 design doc into `main` + intended to delete the superseded
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branch.** Decided autonomously to carry `2026-06-06-simulator-alteration-preview-design.md`
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forward (so the reconciliation's links resolve and the superseded position is
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preserved) and to delete the now-stale `feature/simulator-alteration-preview`.
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**The branch deletion (`git branch -D` / `push --delete`) was permission-denied by
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the harness** — left in place. Safe to delete later (its content is in `main`); or
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the operator may want to keep it. Flagging rather than forcing.
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- **Merged under autonomous posture without a separate `/code-review`.** TDD + the
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written plan were the quality gates; no independent review pass was run before
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merge. Low risk for a slice this size, but noting it.
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- **Used the POC's Yosemite clip as the sim's sample base.** It's a "forest"-scale
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neutral clip, good enough to tune the look; framed in the manifest/USER_GUIDE as
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**look-tuning only, not shipped content**. Strict-PD scale-library sourcing stays a
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later slice — unaffected.
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- **`Calibration` defaults are still behavior-preserving, not operator-tuned.** The
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knob→strength calibration (open since session 0006) is now tunable by eye in the
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sim but **not yet locked** — that's the next goal.
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## Next /goal
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```
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/goal Tune the alteration look by eye in the simulator (python simulator/setup_sample_media.py then make sim-local) and LOCK the knob→strength calibration into DEFAULT_CALIBRATION in player/alteration.py (+ a unit test) — settling the open session-0006 calibration decision. While there, judge whether more neutral "scales of nature" base clips + a real multi-strength flow-stabilized Right re-bake are worth doing next vs. moving to scale-ring navigation (endless encoder + AI zoom transitions). Keep deferring Pi renderer + serial/firmware. Read sub-project-3-player-progress memory + docs/superpowers/specs/2026-06-07-reconciled-simulator-alteration-slice-design.md (§8) first.
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```
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@@ -0,0 +1,23 @@
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# Session 0010.0 — Transcript
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> App: human-experience-filter-art
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> Start: 2026-06-07T23-09 (PST)
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> Type: coding
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> Status: **PLACEHOLDER — claimed at session start; finalized at session end.**
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>
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> This file reserves session ID 0010 for human-experience-filter-art. The driver replaces this
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> body with the full transcript and renames the file to its final
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> SESSION-0010.0-TRANSCRIPT-2026-06-07T23-09--<end>.md form at session end.
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## Launch prompt
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```
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Tune the alteration look by eye in the simulator (python simulator/setup_sample_media.py then make sim-local) and LOCK the knob→strength calibration into DEFAULT_CALIBRATION in player/alteration.py (+ a unit test) — settling the open session-0006 calibration decision. While there, judge whether more neutral "scales of nature" base clips + a real multi-strength flow-stabilized Right re-bake are worth doing next vs. moving to scale-ring navigation (endless encoder + AI zoom transitions). Keep deferring Pi renderer + serial/firmware. Read sub-project-3-player-progress memory + docs/superpowers/specs/2026-06-07-reconciled-simulator-alteration-slice-design.md (§8) first.
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```
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## Deferred decisions
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_Autonomous-mode low-confidence calls the driver made and would have
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liked operator input on. Appended as the session runs; surfaced at
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finalize. Empty if none._
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@@ -22,5 +22,11 @@
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},
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"0008": {
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"title": ""
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},
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"0009": {
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"title": ""
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},
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"0010": {
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"title": ""
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}
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}
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@@ -1,7 +1,7 @@
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// Thin renderer: post controls+calibration -> RenderPlan; render grade, Right
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// variant crossfade, and the live Left overlay. All math stays in Python.
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const $ = (id) => document.getElementById(id);
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const vid = $("vid"), overlay = $("overlay"), black = $("black"), readout = $("readout");
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const vid = $("vid"), tint = $("tint"), overlay = $("overlay"), black = $("black"), readout = $("readout");
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let clip = null; // active clip manifest entry
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let currentVariant = -1; // last loaded Right strength
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@@ -19,12 +19,16 @@ function variantFile(strength) {
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}
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function applyGrade(tone) {
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// Light: warm + brighten; Dark: cool + darken; 0: raw.
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// Light: warm + brighten (sepia). Dark: cool + darken via a multiply-blended
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// blue wash (#tint) that lifts shadows toward blue while keeping natural
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// greens — the peaceful POC dark look, NOT a full-frame hue spin.
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const warm = tone > 0 ? tone : 0, cool = tone < 0 ? -tone : 0;
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const bright = 1 + 0.25 * tone, sat = 1 + 0.15 * Math.abs(tone);
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const bright = 1 + 0.25 * warm - 0.35 * cool;
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const sat = 1 + 0.15 * warm - 0.30 * cool;
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vid.style.filter =
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`brightness(${bright}) saturate(${sat}) ` +
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`sepia(${(warm * 0.5).toFixed(3)}) hue-rotate(${(-cool * 200).toFixed(0)}deg)`;
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`brightness(${bright.toFixed(3)}) saturate(${sat.toFixed(3)}) ` +
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`sepia(${(warm * 0.5).toFixed(3)})`;
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tint.style.opacity = (cool * 0.6).toFixed(3);
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}
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function loadVariant(strength) {
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@@ -12,6 +12,7 @@
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<section class="stage">
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<div class="screen">
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<video id="vid" loop muted playsinline></video>
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<div id="tint"></div>
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<svg id="overlay" viewBox="0 0 100 100" preserveAspectRatio="none"></svg>
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<div id="black" class="black hidden"></div>
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</div>
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@@ -7,6 +7,9 @@ main { display: flex; gap: 1rem; padding: 1rem; flex-wrap: wrap; }
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.screen { position: relative; width: 100%; aspect-ratio: 16 / 9; background: #000;
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border-radius: 6px; overflow: hidden; }
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#vid { width: 100%; height: 100%; object-fit: cover; transition: opacity 0.15s ease; }
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#tint { position: absolute; inset: 0; pointer-events: none; opacity: 0;
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background: #28425f; mix-blend-mode: multiply;
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transition: opacity 0.2s ease; }
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#overlay { position: absolute; inset: 0; width: 100%; height: 100%;
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pointer-events: none; transition: opacity 0.2s ease; }
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.anno-box { fill: none; stroke: #6cf; stroke-width: 0.4; vector-effect: non-scaling-stroke; }
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@@ -77,6 +77,16 @@ def test_whole_brain_dark_corner_stacks_grade_substrate_and_overlay():
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assert not plan.is_identity
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def test_default_calibration_is_locked():
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# Session 0010: the knob->strength calibration is LOCKED to these values,
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# settled by eye in the simulator (closes the open session-0006 decision).
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# This pins the literal constants so they can't drift silently; changing the
|
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# locked feel is a deliberate edit here + in alteration.py.
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assert DEFAULT_CALIBRATION.mood_gain == 1.0
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assert DEFAULT_CALIBRATION.overlay_gain == 1.0
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assert DEFAULT_CALIBRATION.right_variant_map == (0, 1, 2, 3, 4)
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def test_default_calibration_is_behavior_preserving():
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# DEFAULT_CALIBRATION must reproduce the original three helpers exactly.
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for left in range(5):
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Reference in New Issue
Block a user