Instructions to use Viggle/Meridian with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- Diffusers
How to use Viggle/Meridian with Diffusers:
pip install -U diffusers transformers accelerate
import torch from diffusers import DiffusionPipeline # switch to "mps" for apple devices pipe = DiffusionPipeline.from_pretrained("Viggle/Meridian", dtype=torch.bfloat16, device_map="cuda") prompt = "Astronaut in a jungle, cold color palette, muted colors, detailed, 8k" image = pipe(prompt).images[0] - Notebooks
- Google Colab
- Kaggle
File size: 51,253 Bytes
9f57754 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 | <title>recam — camera moves for footage you already have</title>
<style>
:root{--bg:#0b0c0f;--pan:#14161c;--line:#262a35;--ink:#e8eaf0;--dim:#8b93a7;--acc:#7dd3fc;--ok:#4ade80;--bad:#f87171;--warn:#fbbf24}
*{box-sizing:border-box}
body{margin:0;background:var(--bg);color:var(--ink);font:14px/1.5 -apple-system,BlinkMacSystemFont,"Segoe UI",Roboto,sans-serif}
#rail{display:flex;gap:2px;padding:14px 20px 0;font-size:12px;letter-spacing:.04em}
#rail div{padding:6px 12px;color:#4a5060;border-bottom:2px solid transparent;text-transform:uppercase}
#rail div.on{color:var(--acc);border-bottom-color:var(--acc)}
#rail div.done{color:var(--dim)}
main{padding:22px 20px 60px;max-width:1240px;margin:0 auto}
h1{font-size:22px;font-weight:600;margin:0 0 6px}
p.sub{color:var(--dim);margin:0 0 22px;max-width:80ch}
.pan{background:var(--pan);border:1px solid var(--line);border-radius:10px;padding:16px}
button{background:#1e2230;color:var(--ink);border:1px solid var(--line);border-radius:7px;padding:8px 15px;font:inherit;cursor:pointer}
button:hover{border-color:#3d4457}
button.go{background:var(--acc);color:#08131a;border-color:var(--acc);font-weight:600}
button.go:disabled{background:#232733;color:#4a5060;border-color:var(--line);cursor:not-allowed;font-weight:400}
button.ghost{background:none}
button.sm{padding:1px 7px;font-size:11px}
#drop{border:1px dashed #333a4a;border-radius:12px;padding:44px;text-align:center;color:var(--dim);cursor:pointer}
#drop.hot{border-color:var(--acc);color:var(--acc)}
.chips{display:flex;flex-wrap:wrap;gap:7px;margin-top:14px}
.chip{font-size:12px;padding:5px 11px;border:1px solid var(--line);border-radius:20px;cursor:pointer;color:var(--dim)}
.chip:hover{color:var(--ink);border-color:#3d4457}
label.f{display:block;font-size:11px;text-transform:uppercase;letter-spacing:.05em;color:var(--dim);margin:14px 0 5px}
label.f b{color:var(--ink);font-variant-numeric:tabular-nums;font-weight:600;text-transform:none;letter-spacing:0}
input[type=range]{width:100%;accent-color:var(--acc)}
#tl{width:100%;height:38px;display:block;border-radius:6px;background:#0e1015;margin-top:6px}
.kv{display:grid;grid-template-columns:auto 1fr;gap:4px 12px;font-size:13px;font-variant-numeric:tabular-nums}
.kv i{color:var(--dim);font-style:normal}
#studio{display:grid;grid-template-columns:1.2fr 1fr;gap:18px}
#pv,#pk{background:#000;border-radius:8px;width:100%;display:block;image-rendering:pixelated}
.tabs{display:flex;gap:2px;margin-bottom:8px;font-size:12px}
.tabs span{padding:5px 11px;border-radius:6px;color:var(--dim);cursor:pointer}
.tabs span.on{background:#1e2230;color:var(--ink)}
.kv1{font-size:13px;color:var(--dim);margin-top:12px}.kv1 b{color:var(--ink);font-variant-numeric:tabular-nums;font-weight:600}
.bar{height:5px;background:#22262f;border-radius:3px;margin-top:4px;position:relative;overflow:hidden}
.bar i{position:absolute;inset:0 auto 0 0;background:var(--acc);border-radius:3px}
.bar u{position:absolute;top:-2px;bottom:-2px;width:2px;background:var(--warn)}
.gate{display:flex;gap:8px;align-items:baseline;font-size:13px;padding:5px 0}
.gate em{font-style:normal;width:14px;color:var(--bad)}.gate em.w{color:var(--warn)}
.fail{color:var(--bad)}
.note{font-size:12px;color:var(--dim);border-left:2px solid var(--line);padding-left:11px;margin:14px 0}
.stages{list-style:none;padding:0;margin:0;font-variant-numeric:tabular-nums}
.stages li{padding:7px 0;color:#4a5060;display:flex;gap:10px}
.stages li.on{color:var(--acc)}.stages li.ok{color:var(--dim)}
.three{display:grid;grid-template-columns:repeat(3,1fr);gap:10px}
.three video{width:100%;border-radius:8px;background:#000;display:block}
.three p{font-size:11px;color:var(--dim);margin:6px 0 0;text-transform:uppercase;letter-spacing:.05em}
.warnbox{background:#2a1d10;border:1px solid #543a17;color:var(--warn);border-radius:8px;padding:11px 14px;font-size:13px;margin:14px 0}
.spin{color:var(--acc);font-size:13px}
#view{width:100%;aspect-ratio:16/9;display:block;background:#0e1015;border-radius:6px;margin-top:8px;cursor:grab;touch-action:none}
#view.pick{cursor:crosshair}
#viewhint{font-size:11px;color:var(--dim);margin-top:4px;line-height:1.5}
#viewhint b{color:var(--warn)}
#keys{width:100%;border-collapse:collapse;font-size:12px;font-variant-numeric:tabular-nums;margin-top:8px}
#keys td{padding:4px 6px;border-top:1px solid var(--line);vertical-align:middle}
#keys tr.hd td{border-top:0;color:var(--dim);font-size:11px;text-transform:uppercase;letter-spacing:.05em}
#keys tr.sel td{background:#1e2a3a}
#keys tr.seg td{border-top:0;padding:0 6px 6px 40px;color:var(--dim);font-size:11px}
#keys tr.seg td.warn{color:var(--warn)}#keys tr.seg td.bad{color:var(--bad)}
#keys input[type=number]{width:58px;background:#1e2230;color:var(--ink);border:1px solid var(--line);border-radius:5px;padding:2px 4px;font:inherit}
#keys img{width:128px;height:74px;object-fit:cover;background:#000;border-radius:4px;display:block;cursor:zoom-in;image-rendering:pixelated}
#keys code{font-size:11px;color:var(--dim)}
#keys tr[data-k]{cursor:pointer}
.mode{font-size:12px;color:var(--dim);margin-top:10px}.mode b{color:var(--acc);font-weight:600}
.tpl{display:flex;gap:8px;flex-wrap:wrap;align-items:center;font-size:12px;color:var(--dim)}
#moves{margin-bottom:18px;gap:10px}#moves button{padding:10px 18px;font-size:14px}#moves .hint{margin-left:auto}
.hide{display:none!important}
a{color:var(--acc)}
</style>
<div id="rail"></div>
<main>
<section id="s1">
<h1>Give it a camera it never had</h1>
<p class="sub">Upload a clip. Its geometry is reconstructed at once; you then place a few camera keys in 3D
— where the camera is, what it looks at, which moment of the clip it shows — and the model renders
the view that was never shot.</p>
<div class="pan">
<div id="drop">Drop a video here, or click to choose<br><span style="font-size:12px">mp4 / mov / webm · a few seconds is plenty</span></div>
<input type="file" id="file" accept="video/*" class="hide">
<div style="margin-top:18px;font-size:12px;color:var(--dim)">or start from a sample plate</div>
<div class="chips" id="samples"></div>
</div>
</section>
<section id="s2" class="hide">
<h1>The studio</h1>
<p class="sub">The left pane is exactly what the model will be conditioned on, at the resolution it will be
conditioned at. Each key is one camera: a position, a point it looks at, the source frame it shows and the
output frame it lands on. Between keys the camera glides; the same source frame at two keys is a freeze.</p>
<div class="pan tpl" id="moves">
<span>start from a move:</span>
<button data-tpl="orbit" title="swing 30° around the subject">orbit</button>
<button data-tpl="push" title="close on the subject">push in</button>
<button data-tpl="slide" title="track sideways, subject held centred">slide</button>
<button data-tpl="crane" title="lift and lean in, subject held centred">crane</button>
<button id="tplbt" title="real time up to the preview frame, then a frozen 35° orbit, then the clip resumes">freeze + orbit</button>
<button id="tplsrc" title="the clip's own camera, as keys you can edit">the clip's own camera</button>
<span class="hint">each replaces the keys below · Ctrl+Z undoes</span>
</div>
<div id="studio">
<div class="pan">
<div class="tabs" id="tabs">
<span class="on" data-k="truth">what the model sees</span>
<span data-k="holes">where the pixels are missing</span>
</div>
<video id="pv" autoplay loop muted playsinline></video>
<img id="pk" class="hide">
<label class="f">preview frame <b id="kfv">0</b> <button class="ghost sm" id="kfplay">▶</button>
<span id="pknote" style="float:right;text-transform:none;letter-spacing:0"></span></label>
<input type="range" id="kf" min="0" value="0">
<div class="note" id="pvnote"></div>
</div>
<div class="pan">
<label class="f">the window <b id="spv"></b> <span id="p2" class="spin" style="text-transform:none;letter-spacing:0"></span></label>
<canvas id="tl"></canvas>
<div style="font-size:11px;color:var(--dim);margin-top:4px">the strip is the whole clip: shaded = the frames reconstructed, white ticks = your keys, red = a hard cut</div>
<div id="sbox" class="hide">
<label class="f">window starts at frame <b id="sv"></b> · moving it reconstructs again and resets the keys</label>
<input type="range" id="sr" min="0" value="0">
</div>
<label class="f">take length</label>
<div class="chips" id="lens" style="margin-top:0"></div>
<div class="f" style="display:flex;justify-content:space-between;align-items:center;margin-top:8px"><span id="vwmode"></span><button class="ghost sm hide" id="ovw">back to the overview</button></div>
<canvas id="view"></canvas>
<div id="viewhint"></div>
</div>
</div>
<div class="pan" style="margin-top:18px">
<div class="tpl">
<span>fine-tune the keys:</span>
<button id="addkey">+ key at the preview frame</button>
<button class="ghost" id="clearkeys">clear the keys</button>
</div>
<table id="keys"></table>
<div class="mode" id="modev"></div>
<div id="gauges"></div>
<div id="gates"></div>
<div style="margin-top:16px;display:flex;gap:9px;align-items:center">
<button class="go" id="go2">Render this take</button>
<button class="ghost" id="back2">← another clip</button>
<span id="p4" class="spin"></span>
</div>
</div>
</section>
<section id="s3" class="hide">
<h1>Rendering</h1>
<p class="sub">Three forwards of the 4-step student at the 480 class. The warp is already done; what happens now is
the model filling in every pixel the original camera never saw.</p>
<div class="pan" style="max-width:520px">
<ul class="stages" id="st5"></ul>
<div class="bar" style="height:4px;margin-top:10px"><i id="pb" style="width:0"></i></div>
<div id="e5"></div>
</div>
</section>
<section id="s4" class="hide">
<h1>The take</h1>
<div class="three">
<div><video id="v6a" autoplay loop muted playsinline></video><p>the original frame, cropped</p></div>
<div><video id="v6b" autoplay loop muted playsinline style="image-rendering:pixelated"></video><p>the warp — holes and all</p></div>
<div><video id="v6c" autoplay loop muted playsinline></video><p>the render</p></div>
</div>
<div style="display:flex;gap:9px;align-items:center;margin-top:10px">
<button class="ghost sm" id="v6play">play / pause</button><input type="range" id="tk" min="0" value="0" style="flex:1;margin:0">
</div>
<div class="note" style="margin-top:16px" id="n6"></div>
<div style="margin-top:16px;display:flex;gap:9px">
<a id="dl" download><button class="go">Download the take</button></a>
<a id="dlg" download><button class="ghost">Download the 3-up comparison</button></a>
<button class="ghost" id="again">Another move, same clip</button>
<button class="ghost" id="new">New clip</button>
</div>
<div class="kv" style="margin-top:18px" id="k6"></div>
</section>
</main>
<script>
const RAIL = ["clip", "studio", "render", "the take"];
const FPS = 24, WIN = 124; // WIN: the most frames one reconstruction takes (joint attention); longer clips get a trim slider
// the four templates are the parametric family on the server, sampled into four keys the user can then edit
const TEMPLATES = {
orbit: {yaw: -30, dolly: 1, truck: 0, boom: 0, aim: false},
push: {yaw: 0, dolly: 0.72, truck: 0, boom: 0, aim: false},
slide: {yaw: 0, dolly: 1, truck: 0.35, boom: 0, aim: true},
crane: {yaw: 0, dolly: 1.30, truck: 0, boom: 0.45, aim: true},
};
const st = {clip: null, n: 0, cuts: [], frames: 73, start: 0, seed: 1234, prep: null, g: null, tab: "truth",
keys: [], sel: -1, fit: false, pick: -1, hist: [], last: null}; // keys: {pos, look, src, t, ease, focal} as in recam/path.py; hist: undo steps
const $ = id => document.getElementById(id);
const post = (u, b) => fetch(u, {method: "POST", headers: {"content-type": "application/json"}, body: JSON.stringify(b)})
.then(r => r.ok ? r.json() : r.text().then(t => { fail(`${u} ${r.status}: ${t.slice(0, 300)}`); throw new Error(t); }));
function fail(t) { // a 5xx must be visible, not a silently unfulfilled promise
const e = $("err") || Object.assign(document.body.appendChild(document.createElement("div")), {id: "err", className: "warnbox"});
e.style.cssText = "position:fixed;left:16px;right:16px;top:12px;z-index:9;cursor:pointer"; e.textContent = t; e.onclick = () => e.remove();
}
// the window: up to WIN frames from `start`, never across a hard cut (the geometry is one joint pass over the span)
const spanEnd = () => { const c = st.cuts.find(c => c > st.start); return Math.min(st.start + WIN - 1, st.n - 1, c == null ? 1e9 : c - 1); };
const base = () => ({clip: st.clip, start: st.start, span_end: spanEnd(), frames: st.frames, pivot: [0.5, 0.5], pivot_frame: st.start, seed: st.seed});
const pathPayload = () => ({...base(), path: st.keys.map(k => ({pos: k.pos, look: k.look, src: k.src, t: k.t, ease: k.ease, focal: k.focal || 1}))});
// a key's lens: `focal` multiplies the source frame's own focal length (path.py interpolates it linearly between keys); the table shows it as a horizontal fov
const lens = k => st.prep.src_poses[Math.min(Math.max(k.src - st.start, 0), st.prep.src_poses.length - 1)].k;
const fovOf = k => 2 * Math.atan(0.5 / (lens(k)[0] * (k.focal || 1))) * 180 / Math.PI;
const focalOf = (k, fov) => +(0.5 / (Math.tan(Math.min(Math.max(fov, 10), 120) * Math.PI / 360) * lens(k)[0])).toFixed(4);
const focalAt = t => { const K = st.keys, i = K.findIndex(k => k.t > t); if (i <= 0) return (i === 0 ? K[0] : K[K.length - 1])?.focal || 1; const a = K[i - 1], b = K[i]; return +((a.focal || 1) + ((b.focal || 1) - (a.focal || 1)) * (t - a.t) / (b.t - a.t)).toFixed(4); };
const sec = f => (f / FPS).toFixed(2);
const piv = () => st.prep.piv; // the scene centre: the centre-of-picture depth at frame `start`, also the unit of every coordinate
let screen = 0;
function show(i) {
screen = i;
[1, 2, 3, 4].forEach(k => $("s" + k).classList.toggle("hide", k !== i + 1));
$("rail").innerHTML = RAIL.map((t, k) => `<div class="${k === i ? "on" : k < i ? "done" : ""}">${k + 1}. ${t}</div>`).join("");
window.scrollTo(0, 0);
}
// ---------- S1: the clip ----------------------------------------------------
fetch("/samples").then(r => r.json()).then(ss => $("samples").innerHTML =
ss.map(s => `<span class="chip" data-s="${s}">${s.replace(/^sp_|\.mp4$/g, "").replace(/_/g, " ")}</span>`).join(""));
$("samples").onclick = e => { const el = e.target; if (el.dataset.s) { el.textContent = "loading…"; post("/sample", {name: el.dataset.s}).then(landed).catch(() => el.textContent = "failed — try again"); } };
$("drop").onclick = () => $("file").click();
$("file").onchange = e => e.target.files[0] && send(e.target.files[0]);
$("drop").ondragover = e => { e.preventDefault(); $("drop").classList.add("hot"); };
$("drop").ondragleave = () => $("drop").classList.remove("hot");
$("drop").ondrop = e => { e.preventDefault(); $("drop").classList.remove("hot"); send(e.dataTransfer.files[0]); };
function send(f) {
$("drop").textContent = "normalising …";
const fd = new FormData(); fd.append("file", f);
fetch("/upload", {method: "POST", body: fd}).then(r => r.ok ? r.json() : r.text().then(t => Promise.reject(`${r.status}: ${t.slice(0, 200)}`)))
.then(landed).catch(t => $("drop").textContent = `upload failed (${t}) — drop another clip, or the same one again`);
}
function landed(c) {
if (!c.lengths.length) { $("drop").textContent = `too short: ${c.frames} frames, the model needs 73 (3 s) — drop another clip`; return; }
Object.assign(st, {clip: c.clip, n: c.frames, cuts: c.cuts, w: c.w, h: c.h, start: 0, g: null, sel: -1});
const wl = spanEnd() + 1; // default take length: the chip closest to the window, so a 5 s clip is a 5 s take, not its first 3 s
st.frames = c.lengths.reduce((a, L) => Math.abs(L - wl) < Math.abs(a - wl) ? L : a);
$("lens").innerHTML = c.lengths.map(L => `<span class="chip" data-l="${L}">${L} frames · ${(L / 24).toFixed(1)}s</span>`).join("");
$("sbox").classList.toggle("hide", st.n <= WIN && !st.cuts.length);
$("sr").max = Math.max(0, st.n - 24); $("sr").value = 0;
show(1); // before drawing: canvases are 0 wide while hidden
reconstruct();
}
// ---------- S2: the studio --------------------------------------------------
$("sr").oninput = e => { st.start = +e.target.value; winsync(); };
$("sr").onchange = () => reconstruct();
$("lens").onclick = e => {
if (!e.target.dataset.l) return;
const L = +e.target.dataset.l, old = st.frames, dflt = JSON.stringify(st.keys) === JSON.stringify(clipKeys());
st.frames = L;
if (dflt) st.keys = clipKeys(); // the untouched default pair follows the new length to the clip's end
else st.keys.forEach(k => k.t = Math.round(k.t * (L - 1) / (old - 1))); // edited keys stay where they were, proportionally
winsync(); edit();
};
function winsync() {
$("sv").textContent = st.start;
$("spv").textContent = `frames ${st.start}–${spanEnd()} of ${st.n}`;
$("kfv").textContent = $("kf").value;
[...$("lens").children].forEach(c => c.style.borderColor = +c.dataset.l === st.frames ? "var(--acc)" : "");
drawTl();
}
function drawTl() {
const c = $("tl"), x = c.getContext("2d");
c.width = c.clientWidth * 2; c.height = 76;
const W = c.width, px = i => i / Math.max(1, st.n - 1) * (W - 4) + 2;
x.clearRect(0, 0, W, 76);
x.fillStyle = "#171a21"; x.fillRect(2, 22, W - 4, 32);
x.fillStyle = "#2b3a4a"; x.fillRect(px(st.start), 22, px(spanEnd()) - px(st.start), 32);
x.fillStyle = "#fff"; st.keys.forEach(k => x.fillRect(px(k.src) - 1, 26, 2, 24));
x.fillStyle = "#f87171"; st.cuts.forEach(i => x.fillRect(px(i) - 1.5, 16, 3, 44));
x.fillStyle = "#5a6274"; x.font = "18px sans-serif";
x.fillText("0", 2, 74); x.fillText(String(st.n - 1), W - 40, 74);
}
addEventListener("resize", () => { if (screen === 1) { drawTl(); drawView(); } });
let pReq = 0;
function reconstruct() { // the whole window in one VGGT pass, the moment the clip lands; the keys start as the clip's own camera
const my = ++pReq;
dirty(); still(null); $("p4").textContent = "";
st.prep = null; st.g = null; st.keys = []; st.sel = -1; st.pick = -1; st.hist = []; st.last = null; vw.clouds = {}; vw.cloud = null; vw.cframe = -1; vw.thru = false;
for (const v of TH.values()) if (typeof v === "string") URL.revokeObjectURL(v);
TH.clear();
winsync(); keysync();
$("p2").textContent = "reconstructing the geometry … (about 2 s)";
post("/prepare", base()).then(r => {
if (my !== pReq) return;
st.prep = r; $("p2").textContent = `${r.ms} ms`;
$("view").style.aspectRatio = `${r.canvas[0]}/${r.canvas[1]}`; // the editor has the render's frame, so looking through a key shows the model's picture
st.keys = clipKeys(); st.sel = -1;
frameView(); edit();
}).catch(() => $("p2").textContent = "reconstruction failed — see the message at the top");
}
$("tabs").onclick = e => { if (e.target.dataset.k) { st.tab = e.target.dataset.k; still(null); paint(); } };
$("back2").onclick = () => { show(0); };
let wReq = 0; // the path revision: every edit bumps it, and only a warp of the current revision may unlock Render
function dirty() { wReq++; $("go2").disabled = true; if (st.g) $("p4").textContent = "edited — not warped yet"; }
function edit() { // every change to the keys or the take length: stale the old warp, keep an undo step, leave any still, warp again
const cur = JSON.stringify({keys: st.keys, frames: st.frames});
if (st.last && st.last !== cur) st.hist.push(st.last);
st.last = cur;
dirty(); still(null); keysync(); rewarp();
}
function rewarp() { // the whole path, every time the keys change; a path that does not fit would only 500 on the server, keysync() says why
if (!st.prep || !st.fit) return;
const my = wReq;
$("p4").textContent = "warping …";
post("/warp", pathPayload()).then(g => {
if (my !== wReq) return;
st.g = g; $("p4").textContent = `ready · ${g.ms} ms`;
$("kf").max = g.frames - 1;
paint(); gauges(); drawView();
}).catch(() => { $("p4").innerHTML = '<span style="color:var(--bad)">warp failed — see the message at the top</span>'; });
}
// ---------- keys --------------------------------------------------------------
const srcCam = f => st.prep.src_poses[Math.min(Math.max(f - st.start, 0), st.prep.src_poses.length - 1)]; // the source camera at source frame f
const srcKey = (f, t) => { const c = srcCam(f); return {pos: c.pos.slice(), look: c.look.slice(), src: f, t, ease: false}; };
const clipKeys = () => [srcKey(st.start, 0), srcKey(Math.min(st.start + st.frames - 1, spanEnd()), st.frames - 1)]; // the clip's own camera, in real time
function orbitOf(p, deg) { // p swung around the vertical axis through the scene centre
const c = piv(), a = deg * Math.PI / 180, dx = p[0] - c[0], dz = p[2] - c[2];
return [c[0] + dx * Math.cos(a) + dz * Math.sin(a), p[1], c[2] - dx * Math.sin(a) + dz * Math.cos(a)];
}
function setKeys(K) { st.keys = K; st.sel = -1; edit(); }
$("addkey").onclick = () => { // a key at the preview frame, holding whatever the path does there (so adding one changes nothing until you move it)
if (!st.prep) return;
let t = +$("kf").value; const K = st.keys;
const at = K.findIndex(k => k.t === t);
if (at >= 0) { // clicking a key parks the preview on it, so "add" there would be a no-op: add halfway to the next key instead (the previous one at the end)
const nb = K[at + 1] || K[at - 1];
t = nb ? Math.round((t + nb.t) / 2) : t ? 0 : st.frames - 1;
if (K.some(k => k.t === t)) { $("modev").innerHTML = `<span style="color:var(--bad)">no room for a key next to key ${at + 1} — move the preview frame</span>`; return; }
}
let k;
if (st.g && st.fit && st.g.frames === st.frames) { const c = st.g.cams[t]; k = {pos: c.pos.slice(), look: c.look.slice(), src: st.g.tmap[t], t, ease: false, focal: focalAt(t)}; }
else k = srcKey(Math.min(st.start + t, spanEnd()), t);
K.push(k); K.sort((a, b) => a.t - b.t);
st.sel = K.indexOf(k); seek(t); edit();
};
$("moves").onclick = e => { if (e.target.dataset.tpl) template(e.target.dataset.tpl); };
function template(name) { // the parametric move on the server, sampled at four instants into four keys
if (!st.prep) return;
const p = TEMPLATES[name], tf = Math.min(st.frames, spanEnd() - st.start + 1); // the family plays the clip in real time, so it cannot outrun the window
dirty(); const my = wReq;
$("p4").textContent = "warping the template …";
post("/warp", {...base(), frames: tf, shape: "sweep_ease", freeze_frame: st.start, freeze_n: 0,
yaw: p.yaw, dolly: p.dolly, truck: p.truck, boom: p.boom, aim: p.aim, lite: true}).then(g => {
if (my !== wReq) return; // the window changed, or the keys were edited, while the template was in flight
setKeys([0, 1 / 3, 2 / 3, 1].map(u => {
const i = Math.round(u * (tf - 1)), c = g.cams[i];
return {pos: c.pos.slice(), look: c.look.slice(), src: g.tmap[i], t: Math.round(u * (st.frames - 1)), ease: false};
}));
frameView(); drawView();
}).catch(() => { $("p4").innerHTML = '<span style="color:var(--bad)">the template failed — see the message at the top</span>'; });
}
$("tplbt").onclick = () => { // real time up to the preview frame's source frame, a 1 s frozen orbit of 35 deg, then real time again
if (!st.prep) return;
const hi = spanEnd(), s = Math.min(Math.max(st.g ? st.g.tmap[+$("kf").value] : st.start, st.start), st.start + st.frames - 26, hi);
const t1 = s - st.start, t2 = t1 + 23, K = [];
if (t1 > 0) K.push(srcKey(st.start, 0));
const h = srcKey(s, t1); h.ease = true; K.push(h);
const o = srcKey(s, t2); o.pos = orbitOf(o.pos, 35); o.look = piv().slice(); K.push(o);
K.push(srcKey(Math.min(hi, s + st.frames - 1 - t2), st.frames - 1));
setKeys(K); frameView(); drawView();
};
$("tplsrc").onclick = () => { if (st.prep) setKeys(clipKeys()); };
$("clearkeys").onclick = () => setKeys([]);
$("keys").onchange = e => { // change, not input: keysync() re-renders the table, which would steal the focus mid-typing
const k = st.keys[+e.target.dataset.i], f = e.target.dataset.f;
if (!k) return;
const v = Math.round(+e.target.value);
if (f === "src") k.src = Math.min(Math.max(v, st.start), spanEnd());
else if (f === "t") k.t = Math.min(Math.max(v, 1), st.frames - 2);
else if (f === "fov") k.focal = focalOf(k, +e.target.value);
e.target.blur();
edit();
};
$("keys").onclick = e => {
const d = e.target.dataset;
if (d.del != null) { st.keys.splice(+d.del, 1); st.sel = -1; edit(); return; }
if (d.pick != null) { st.pick = +d.pick; st.sel = st.pick; keysync(); return; }
if (d.ctr != null) { st.keys[+d.ctr].look = piv().slice(); edit(); return; }
if (e.target.tagName === "IMG") { st.sel = +e.target.closest("tr").dataset.k; vw.thru = true; still(st.sel); keysync(); return; }
if (e.target.tagName === "INPUT" || e.target.tagName === "LABEL") return;
const tr = e.target.closest("tr[data-k]");
if (tr) { st.sel = +tr.dataset.k; vw.thru = true; seek(st.keys[st.sel].t); keysync(); }
};
$("ovw").onclick = () => { vw.thru = false; keysync(); };
function keysync() {
const K = st.keys, lo = st.start, hi = spanEnd(), n = st.frames;
K.forEach((k, i) => { if (i === 0) k.t = 0; if (i === K.length - 1) k.t = n - 1; }); // the first and last key frame the take
const order = K.every((k, i) => i === 0 || k.t > K[i - 1].t), fwd = K.every((k, i) => i === 0 || k.src >= K[i - 1].src);
const ok = K.length >= 2 && order && fwd;
st.fit = ok;
let rows = "";
K.forEach((k, i) => {
const th = JSON.stringify([k.src, k.pos, k.look, k.focal || 1]), u = TH.get(th);
const when = i === 0 ? `0 <small>(the start)</small>` : i === K.length - 1 ? `${n - 1} <small>(the end)</small>`
: `<input type="number" data-i="${i}" data-f="t" value="${k.t}" min="1" max="${n - 2}" step="1">`;
rows += `<tr data-k="${i}" class="${i === st.sel ? "sel" : ""}"><td>${i + 1}</td>
<td><img data-th='${th}' ${typeof u === "string" ? `src="${u}"` : ""} title="what the model is given at this key — click to see it large"></td>
<td><input type="number" data-i="${i}" data-f="src" value="${k.src}" min="${lo}" max="${hi}" step="1"> <small>${sec(k.src)} s</small></td>
<td>${when} <small>${sec(k.t)} s</small></td>
<td><button class="ghost sm" data-pick="${i}" title="then click a point of the scene in the 3D view">${st.pick === i ? "click the scene …" : "pick in 3D"}</button>
<button class="ghost sm" data-ctr="${i}" title="the centre of the picture at the window's first frame">centre</button></td>
<td><input type="number" data-i="${i}" data-f="fov" value="${fovOf(k).toFixed(0)}" min="10" max="120" step="1" title="horizontal field of view; ${k.focal && k.focal !== 1 ? `${k.focal.toFixed(2)}× the clip's own lens` : "the clip's own lens"}"> <small>fov°</small></td>
<td><button class="ghost sm" data-del="${i}">✕</button></td></tr>`;
if (i < K.length - 1 && order) {
const nf = K[i + 1].t - k.t, ds = K[i + 1].src - k.src, v = ds / nf;
const [cls, txt] = ds < 0 ? ["bad", "clip time runs backwards — a later key must show a later (or the same) frame"]
: v === 0 ? ["", `frozen on frame ${k.src} for ${sec(nf)} s (bullet time)`]
: Math.abs(v - 1) < 0.05 ? ["", `real time for ${sec(nf)} s`] // a take a few frames longer than the clip holds its last frame: still real time
: ["warn", `${sec(nf)} s, the clip plays at ${v.toFixed(2)}× — the model was trained on real time, holds and reverses only`];
rows += `<tr class="seg"><td colspan="7" class="${cls}">↓ ${txt}</td></tr>`;
}
});
$("keys").innerHTML = rows && `<tr class="hd"><td></td><td>what the model sees</td><td>clip frame it shows</td><td>output frame it lands on</td><td>aims at</td><td>lens</td><td></td></tr>` + rows;
$("modev").innerHTML = !st.prep ? "" : K.length < 2 ? `<span style="color:var(--bad)">a path needs two or more keys — add one at the preview frame, or start from a move above</span>`
: !order ? `<span style="color:var(--bad)">the keys' output frames must increase from key 1 to the last — fix the one that is out of order</span>`
: !fwd ? `<span style="color:var(--bad)">clip time runs backwards between two keys — a later key must show a later (or the same) frame</span>`
: `<b>${K.length} keys</b>, a ${sec(n - 1)} s take from ${spanEnd() - lo + 1} reconstructed frames`;
if (!ok) $("go2").disabled = true;
$("view").classList.toggle("pick", st.pick >= 0);
const T = thru();
$("vwmode").textContent = !st.prep ? "" : T ? `through key ${st.sel + 1}'s camera, clip frame ${K[st.sel].src} with that frame's own lens: the picture the model is given there`
: "overview: every key, the source camera and the path";
$("ovw").classList.toggle("hide", !T);
$("viewhint").innerHTML = st.pick >= 0 ? `<b>click a point of the scene to aim key ${st.pick + 1} at it</b> · Esc cancels`
: T ? "drag: aim the camera · shift+drag: move it sideways / up · wheel: forward / back · double-click a point: aim at it"
: "drag: turn the view · shift+drag: slide it · wheel: zoom · drag a key (white): move it · drag its ring: aim it · click a key's row to look through it · double-click a point: aim the selected key at it";
if (st.prep) drawTl();
thumbs(); loadCloud(); drawView();
}
addEventListener("keydown", e => {
if (e.key === "Escape" && st.pick >= 0) { st.pick = -1; keysync(); }
if ((e.ctrlKey || e.metaKey) && e.key === "z" && screen === 1 && st.hist.length && e.target.tagName !== "INPUT") { // undo: back to the keys before the last edit
e.preventDefault();
const h = JSON.parse(st.hist.pop()); st.last = null;
st.keys = h.keys; st.frames = h.frames; st.sel = -1;
winsync(); edit();
}
});
// the per-key still: the source frame warped to the key's camera (/warp1), cached by (src, pos, look)
const TH = new Map();
function thumbs() {
if (vw.drag || !st.prep) return;
const my = pReq; // a still from an earlier window must not land in this window's cache
$("keys").querySelectorAll("img[data-th]").forEach(img => {
const th = img.dataset.th;
if (TH.has(th)) return;
const [src, pos, look, focal] = JSON.parse(th);
TH.set(th, fetch("/warp1", {method: "POST", headers: {"content-type": "application/json"}, body: JSON.stringify({...base(), src, pos, look, focal})})
.then(r => r.ok ? r.blob() : r.text().then(t => Promise.reject(fail(`/warp1 ${r.status}: ${t.slice(0, 200)}`))))
.then(b => {
if (my !== pReq) return;
const u = URL.createObjectURL(b);
TH.set(th, u);
$("keys").querySelectorAll("img[data-th]").forEach(im => { if (im.dataset.th === th) im.src = u; });
if (TH.size > 80) { const [k0, v0] = TH.entries().next().value; if (typeof v0 === "string") URL.revokeObjectURL(v0); TH.delete(k0); }
}));
});
}
function still(i) { // i: show key i's still in the left pane instead of the video; null: back to the video
const k = st.keys[i], u = k && TH.get(JSON.stringify([k.src, k.pos, k.look, k.focal || 1]));
const on = typeof u === "string";
if (on) $("pk").src = u;
$("pk").classList.toggle("hide", !on); $("pv").classList.toggle("hide", on);
$("pknote").textContent = on ? `key ${i + 1}: clip frame ${k.src} from its camera — the still the model is given at output frame ${k.t}` : "";
}
function seek(i) { $("pv").pause(); $("pv").currentTime = (i + 0.5) / FPS; $("kf").value = i; $("kfv").textContent = i; }
$("kf").oninput = e => { still(null); seek(+e.target.value); drawView(); };
$("kfplay").onclick = () => { still(null); $("pv").play(); };
$("pv").ontimeupdate = () => { if (!$("pv").paused) { $("kf").value = Math.floor($("pv").currentTime * FPS); $("kfv").textContent = $("kf").value; drawView(); } };
// ---------- the 3D editor: a software-projected point cloud, keys you can drag and aim ----------
// Everything is in the path's frame (see recam/path.py): x right, y down, z forward, units of the scene-centre depth.
const vw = {az: 0.6, el: 0.45, dist: 2.6, ctr: null, thru: false, cloud: null, cframe: -1, clouds: {}, drag: null, zbuf: null, ibuf: null, img: null};
const thru = () => vw.thru && st.sel >= 0 && !!st.keys[st.sel]; // the viewer is the selected key's camera
function loadCloud() { // the selected key's source frame (or the window's first): the scene at that instant, one frame's cloud
if (!st.prep) return;
const f = st.sel >= 0 && st.keys[st.sel] ? st.keys[st.sel].src : st.start;
if (vw.cframe === f) return;
vw.cframe = f; vw.cloud = vw.clouds[f] || null;
if (vw.cloud) return;
const my = pReq;
post("/cloud", {...base(), frame: f, stride: 2})
.then(c => { if (my !== pReq) return; vw.clouds[f] = {pts: new Float32Array(c.pts), rgb: new Uint8Array(c.rgb), n: c.n}; if (vw.cframe === f) { vw.cloud = vw.clouds[f]; drawView(); } });
}
function frameView() { // pull the viewer back just far enough that the source camera and every key fit
const c = piv(), pts = [...st.prep.src_poses.map(p => p.pos), ...st.keys.map(k => k.pos)];
vw.dist = Math.max(1.5, 1.9 * Math.max(...pts.map(p => Math.hypot(p[0] - c[0], p[1] - c[1], p[2] - c[2]))));
vw.ctr = c.slice();
}
function viewCam() { // the viewer's camera and the pixel lens it projects with (fx, fy, cx, cy): through a key it IS that key's camera with the
// source frame's own lens, i.e. what /warp1 renders; otherwise it orbits vw.ctr. Returns eye and the (right, down, forward) basis.
const W = $("view").width, H = $("view").height;
const nrm = v => { const n = Math.hypot(...v) || 1; return v.map(x => x / n); };
const cross = (a, b) => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
let eye, f, fx, fy, cx, cy;
if (thru()) {
const k = st.keys[st.sel], L = st.prep.src_poses[k.src - st.start].k, m = k.focal || 1;
eye = k.pos; f = nrm([k.look[0] - k.pos[0], k.look[1] - k.pos[1], k.look[2] - k.pos[2]]);
fx = L[0] * W * m; fy = L[1] * H * m; cx = L[2] * W; cy = L[3] * H;
} else {
const ctr = vw.ctr, [ca, sa, ce, se] = [Math.cos(vw.az), Math.sin(vw.az), Math.cos(vw.el), Math.sin(vw.el)];
eye = [ctr[0] + vw.dist * sa * ce, ctr[1] - vw.dist * se, ctr[2] - vw.dist * ca * ce];
f = nrm([ctr[0] - eye[0], ctr[1] - eye[1], ctr[2] - eye[2]]);
fx = fy = H * 0.9; cx = W / 2; cy = H / 2;
}
let r = cross(f, [0, -1, 0]);
r = Math.hypot(...r) < 1e-6 ? [1, 0, 0] : nrm(r); // straight up or down: keep x as right, like path.py
return {eye, r, d: cross(f, r), f, fx, fy, cx, cy};
}
function project(c, X) { // -> [sx, sy, depth] or null when behind the viewer
const q = [X[0] - c.eye[0], X[1] - c.eye[1], X[2] - c.eye[2]];
const z = q[0] * c.f[0] + q[1] * c.f[1] + q[2] * c.f[2];
if (z < 0.05) return null;
return [c.cx + c.fx * (q[0] * c.r[0] + q[1] * c.r[1] + q[2] * c.r[2]) / z, c.cy + c.fy * (q[0] * c.d[0] + q[1] * c.d[1] + q[2] * c.d[2]) / z, z];
}
function drawView() {
const cv = $("view"), g = st.g;
if (!st.prep || !cv.clientWidth) return;
const W = cv.clientWidth * 2, H = cv.clientHeight * 2;
if (cv.width !== W || cv.height !== H) { cv.width = W; cv.height = H; vw.img = null; }
const x = cv.getContext("2d"), c = viewCam(), T = thru(), sp = T ? 3 : 1; // through a key the points are spread over the whole frame: fatter splats
const P = X => project(c, X);
// 1. the cloud, splatted 3x3 with a z-buffer; ibuf remembers which point owns each pixel (for aiming at a point)
if (!vw.img) { vw.img = x.createImageData(W, H); vw.zbuf = new Float32Array(W * H); vw.ibuf = new Int32Array(W * H); }
const px = vw.img.data; px.fill(0); vw.zbuf.fill(1e9); vw.ibuf.fill(-1);
for (let i = 3; i < px.length; i += 4) px[i] = 255;
if (vw.cloud) {
const {pts, rgb, n} = vw.cloud;
for (let i = 0; i < n; i++) {
const s = P([pts[3 * i], pts[3 * i + 1], pts[3 * i + 2]]);
if (!s) continue;
const sx = Math.round(s[0]), sy = Math.round(s[1]);
for (let dy = -sp; dy <= sp; dy++) for (let dx = -sp; dx <= sp; dx++) {
const X = sx + dx, Y = sy + dy;
if (X < 0 || Y < 0 || X >= W || Y >= H) continue;
const o = Y * W + X;
if (s[2] >= vw.zbuf[o]) continue;
vw.zbuf[o] = s[2]; vw.ibuf[o] = i;
px[4 * o] = rgb[3 * i]; px[4 * o + 1] = rgb[3 * i + 1]; px[4 * o + 2] = rgb[3 * i + 2];
}
}
}
x.putImageData(vw.img, 0, 0);
x.fillStyle = "#666"; x.font = "22px sans-serif";
x.fillText(vw.cloud ? `${T ? `key ${st.sel + 1} sees` : "scene at"} clip frame ${vw.cframe}` : "loading the point cloud …", 20, 40);
// 2. the vector layer: source camera grey, the path blue with a tick every 12 frames, scene centre yellow, keys white
const line = (pts, col, w) => { x.strokeStyle = col; x.lineWidth = w; x.beginPath(); let up = true;
pts.forEach(p => { const s = P(p); if (!s) { up = true; return; } up ? x.moveTo(s[0], s[1]) : x.lineTo(s[0], s[1]); up = false; }); x.stroke(); };
const dot = (p, col, r, hollow) => { const s = P(p); if (!s) return; x.beginPath(); x.arc(s[0], s[1], r, 0, 7);
if (hollow) { x.strokeStyle = col; x.lineWidth = 3; x.stroke(); } else { x.fillStyle = col; x.fill(); } return s; };
const srcs = st.prep.src_poses.map(p => p.pos);
line(srcs, "#6b7280", 2);
const s0 = P(srcs[0]); if (s0) { x.fillStyle = "#9ca3af"; x.font = "18px sans-serif"; x.fillText("source camera", s0[0] + 10, s0[1] + 24); }
if (g && st.fit) {
const cams = g.cams.map(k => k.pos);
line(cams, "#7dd3fc", 3);
cams.forEach((p, i) => { if (i % 12 === 0) dot(p, "#7dd3fc", 3); });
const fi = Math.min(+$("kf").value, cams.length - 1);
dot(cams[fi], "#7dd3fc", 8); line([cams[fi], g.cams[fi].look], "#7dd3fc", 1.5);
}
dot(piv(), "#fbbf24", 8);
st.keys.forEach((k, i) => {
const col = i === st.sel ? "#fb923c" : "#fff";
dot(k.look, col, 7, true);
if (T && i === st.sel) return; // the eye itself: only its aim ring is drawn
line([k.pos, k.look], col, i === st.sel ? 2 : 1);
frustum(x, P, k.pos, k.look, col);
const s = dot(k.pos, col, 9);
if (s) { x.fillStyle = col; x.font = "bold 20px sans-serif"; x.fillText(i + 1, s[0] + 12, s[1] - 8); }
});
}
function frustum(x, P, pos, look, col) { // a little wire pyramid showing where the key's camera points
const f = [look[0] - pos[0], look[1] - pos[1], look[2] - pos[2]], n = Math.hypot(...f) || 1;
const fz = f.map(v => v / n * 0.22);
const r0 = [fz[2], 0, -fz[0]], rn = Math.hypot(...r0) || 1, r = r0.map(v => v / rn * 0.13);
const d0 = [fz[1] * r[2] - fz[2] * r[1], fz[2] * r[0] - fz[0] * r[2], fz[0] * r[1] - fz[1] * r[0]], dn = Math.hypot(...d0) || 1, d = d0.map(v => v / dn * 0.08);
const corner = (a, b) => [pos[0] + fz[0] + a * r[0] + b * d[0], pos[1] + fz[1] + a * r[1] + b * d[1], pos[2] + fz[2] + a * r[2] + b * d[2]];
const cs = [corner(1, 1), corner(-1, 1), corner(-1, -1), corner(1, -1)].map(P), o = P(pos);
if (!o || cs.some(s => !s)) return;
x.strokeStyle = col; x.lineWidth = 1.5; x.beginPath();
cs.forEach((s, i) => { x.moveTo(o[0], o[1]); x.lineTo(s[0], s[1]); x.lineTo(cs[(i + 1) % 4][0], cs[(i + 1) % 4][1]); });
x.stroke();
}
const mouse = e => { const R = $("view").getBoundingClientRect(); return [(e.clientX - R.left) * 2, (e.clientY - R.top) * 2]; };
function cloudPoint(mx, my) { // the cloud point under the pointer (within 8 px), as [x, y, z], or null
if (!vw.cloud) return null;
const cv = $("view"); mx = Math.round(mx); my = Math.round(my);
let best = -1, bd = 1e9;
for (let dy = -8; dy <= 8; dy++) for (let dx = -8; dx <= 8; dx++) {
const X = mx + dx, Y = my + dy;
if (X < 0 || Y < 0 || X >= cv.width || Y >= cv.height) continue;
const i = vw.ibuf[Y * cv.width + X];
if (i >= 0 && dx * dx + dy * dy < bd) { bd = dx * dx + dy * dy; best = i; }
}
if (best < 0) return null;
const p = vw.cloud.pts;
return [p[3 * best], p[3 * best + 1], p[3 * best + 2]];
}
$("view").onpointerdown = e => { // overview: a key handle under the pointer starts a drag, anything else turns (shift: slides) the view.
// Through a key: a drag aims that camera, shift+drag moves it -- the scene follows the mouse, the camera goes the other way
if (!st.prep) return;
const cv = $("view"), [mx, my] = mouse(e), c = viewCam(), T = thru();
let hit = null;
if (st.pick < 0 && !T) st.keys.forEach((k, i) => {
for (const [f, p] of [["look", k.look], ["pos", k.pos]]) { // a key body beats a look ring: the rings crowd the centre of the view
if (f === "look" && hit && hit.f === "pos") continue;
const s = project(c, p);
if (s && Math.hypot(s[0] - mx, s[1] - my) < (f === "pos" ? 22 : 14)) hit = {i, f, z: s[2]};
}
});
const zb = vw.zbuf && vw.zbuf[Math.round(my) * cv.width + Math.round(mx)], z = zb < 1e9 ? zb : T ? 1 : vw.dist; // the depth under the pointer: a slide moves the scene there by exactly the mouse motion
vw.drag = hit ? {...hit, c, x: mx, y: my, moved: false, edit: true} : {f: e.shiftKey ? "pan" : T ? "aim" : "orbit", c, z, x: mx, y: my, moved: false, edit: T};
if (hit) { st.sel = hit.i; keysync(); }
cv.setPointerCapture(e.pointerId);
};
$("view").onpointermove = e => {
const D = vw.drag;
if (!D) return;
const [mx, my] = mouse(e), dx = mx - D.x, dy = my - D.y;
D.x = mx; D.y = my; D.moved = D.moved || Math.abs(dx) + Math.abs(dy) > 0;
if (D.f === "orbit") { vw.az += dx * 0.005; vw.el = Math.max(-1.45, Math.min(1.45, vw.el + dy * 0.005)); drawView(); return; }
const c = D.edit ? viewCam() : D.c, k = st.keys[st.sel]; // through a key the camera itself moves, so its basis is re-read every step
const step = (z, j) => (dx * z / c.fx) * c.r[j] + (dy * z / c.fy) * c.d[j]; // mouse motion as a world offset at depth z
if (D.f === "pan" && !D.edit) { for (let j = 0; j < 3; j++) vw.ctr[j] -= step(D.z, j); drawView(); return; }
dirty(); // from here on the drag edits a key: the old warp and its green light are already wrong
if (D.f === "pan") { for (let j = 0; j < 3; j++) { k.pos[j] = +(k.pos[j] - step(D.z, j)).toFixed(4); k.look[j] = +(k.look[j] - step(D.z, j)).toFixed(4); } drawView(); return; }
if (D.f === "aim") { const z = Math.hypot(k.look[0] - k.pos[0], k.look[1] - k.pos[1], k.look[2] - k.pos[2]); for (let j = 0; j < 3; j++) k.look[j] = +(k.look[j] - step(z, j)).toFixed(4); drawView(); return; }
const p = D.f === "pos" ? st.keys[D.i].pos : st.keys[D.i].look; // a handle: move in the view plane, at the handle's depth
for (let j = 0; j < 3; j++) p[j] = +(p[j] + step(D.z, j)).toFixed(4);
drawView();
};
$("view").onpointerup = e => {
const D = vw.drag; vw.drag = null;
if (!D) return;
if (!D.moved && st.pick >= 0 && st.keys[st.pick]) { // pick mode: a click aims the key at the point under the pointer
const p = cloudPoint(...mouse(e));
if (!p) return;
st.keys[st.pick].look = p; st.pick = -1;
edit(); return;
}
if (D.edit && D.moved) edit();
};
$("view").onwheel = e => {
e.preventDefault();
if (!thru()) { vw.dist *= Math.exp(e.deltaY * 0.0015); vw.dist = Math.max(0.3, Math.min(30, vw.dist)); drawView(); return; }
const k = st.keys[st.sel], c = viewCam(), s = -e.deltaY * 0.001; // dolly the key's camera along its own axis; the path re-warps once the wheel rests
for (let j = 0; j < 3; j++) { k.pos[j] = +(k.pos[j] + s * c.f[j]).toFixed(4); k.look[j] = +(k.look[j] + s * c.f[j]).toFixed(4); }
dirty(); drawView();
clearTimeout(vw.wt); vw.wt = setTimeout(edit, 400);
};
$("view").ondblclick = e => { // aim the selected key at the cloud point under the pointer
const k = st.keys[st.sel], p = cloudPoint(...mouse(e));
if (!k || !p) return;
k.look = p;
edit();
};
function paint() {
if (!st.g) return;
[...$("tabs").children].forEach(s => s.classList.toggle("on", s.dataset.k === st.tab));
const v = $("pv"), src = st.g[st.tab];
if (v.dataset.src !== src) { v.dataset.src = src; v.src = src; }
const cc = st.g.cond_canvas, cv = st.g.canvas;
$("pvnote").innerHTML = st.tab === "truth"
? `Shown at ${cc[0]}×${cc[1]}, pixel for pixel, because that is the resolution the model is conditioned at
— not the ${cv[0]}×${cv[1]} it outputs. Judging a move on a crisp full-canvas warp is judging something
the model never receives.`
: `Magenta is disocclusion: no source pixel exists behind it at any frame. ${(100 * (1 - st.g.coverage)).toFixed(0)}%
of this take is magenta and the model will invent all of it. That fraction is deliberately <em>not</em> a gate
— clean takes at 54% exist, and where the holes fall matters far more than how many.`;
}
function gauges() {
// `moved` (server, per frame) is translation only; a key that merely turns away from its source frame is a move too
const fwd = (p, l) => l.map((x, i) => x - p[i]), ang = (a, b) => Math.acos(Math.min(1, a.reduce((s, x, i) => s + x * b[i], 0) / (Math.hypot(...a) * Math.hypot(...b) + 1e-9))) * 180 / Math.PI;
const turned = Math.max(0, ...st.keys.map(k => { const s = st.prep.src_poses[k.src - st.start]; return ang(fwd(k.pos, k.look), fwd(s.pos, s.look)); }));
const zoomed = Math.max(0, ...st.keys.map(k => Math.abs((k.focal || 1) - 1)));
const g = st.g;
$("gauges").innerHTML = `<div class="kv1">clearance ahead <b>${g.ahead.toFixed(3)}</b> · parallax <b>${(100 * g.moved).toFixed(1)}%</b> of the scene-centre depth
· turned <b>${turned.toFixed(1)}°</b>${zoomed > 0.01 ? ` · zoomed <b>${(100 * zoomed).toFixed(0)}%</b>` : ""}
· invented pixels <b>${(100 * (1 - g.coverage)).toFixed(0)}%</b> <small>(not a gate)</small></div>`;
const gates = [
[g.ahead >= -0.1, "the camera stays outside the scene", `clearance ${g.ahead.toFixed(3)} is below the −0.1 line — the subject would pass through the lens. This is the only gauge that catches a fly-through; near, behind and collide are all blind to it.`],
[g.moved > 0.004 || turned > 0.5 || zoomed > 0.01, "the camera actually moves", "every key sits on its source camera, aims where it aimed and keeps its lens: the render would just reproduce the source. Drag a key (or shift+drag / wheel while looking through it), aim it elsewhere, or change its fov."],
];
const bad = gates.filter(([ok]) => !ok); // a gate that passes says nothing worth a line
$("gates").innerHTML = bad.map(([, t, why]) => `<div class="gate fail"><em>✗</em><span>${t}<br>${why}</span></div>`).join("")
+ (zoomed > 0.01 && g.moved <= 0.004 ? `<div class="gate"><em class="w">!</em><span>a zoom with no parallax tends to come back as the source — add a dolly</span></div>` : "");
$("go2").disabled = !st.fit || bad.length > 0;
}
// ---------- S3 / S4: render, take -------------------------------------------
const STAGES = [["warp", "warping the trajectory"], ["encode", "encoding the conditioning"],
["forward", "denoising — 3 forwards"], ["decode", "decoding to pixels"], ["write", "writing the take"], ["done", "done"]];
$("go2").onclick = () => { // locked at once: a second click must not start a second render
$("go2").disabled = true; $("p4").textContent = "submitting …";
post("/render", pathPayload()).then(r => { st.job = r.job; show(2); $("e5").innerHTML = ""; poll(); })
.catch(() => { $("go2").disabled = false; $("p4").textContent = ""; });
};
const backToStudio = () => { show(1); winsync(); keysync(); if (st.g) { gauges(); $("p4").textContent = "ready"; } }; // the keys and their warp are still there
function poll(miss = 0) {
fetch("/job/" + st.job).then(r => r.ok ? r.json() : Promise.reject(r.status)).then(j => {
const cur = STAGES.findIndex(([k]) => (j.stage || "").startsWith(k));
$("st5").innerHTML = STAGES.map(([k, t], i) =>
`<li class="${i === cur ? "on" : i < cur ? "ok" : ""}">${i < cur ? "✓" : i === cur ? "▸" : "·"}
<span>${i === cur && j.stage.startsWith("forward") ? j.stage : t}</span></li>`).join("");
$("pb").style.width = (j.pct || 0) + "%";
if (j.error) { $("e5").innerHTML = `<div class="warnbox">${j.error}</div><button class="ghost" id="back3">← back to the studio, keys kept</button>`; return; }
if (j.done) return take(j);
setTimeout(poll, 900);
}).catch(e => {
if (miss < 5) return setTimeout(() => poll(miss + 1), 2000); // the page times out while the GPU is busy: keep asking for ten seconds before giving up
$("e5").innerHTML = `<div class="warnbox">lost contact with the job (${e}) — the render itself keeps running on the GPU</div>
<button id="repoll">ask again</button> <button class="ghost" id="back3">← back to the studio, keys kept</button>`;
});
}
$("e5").onclick = e => { if (e.target.id === "repoll") { $("e5").innerHTML = ""; poll(); } else if (e.target.id === "back3") backToStudio(); };
function take(j) {
show(3);
$("v6a").src = `/take/${st.job}/source.mp4`;
$("v6b").src = `/take/${st.job}/render.mp4`;
$("v6c").src = `/take/${st.job}/out.mp4`;
$("dl").href = `/take/${st.job}/out.mp4`; $("dlg").href = `/take/${st.job}/grid.mp4`;
const g = j.gauges || {};
$("tk").max = (g.frames || st.frames) - 1; $("tk").value = 0;
$("n6").textContent = `${(100 * (1 - (g.coverage || 0))).toFixed(0)}% of the middle pane has no source pixel behind it: the model invented that region. `
+ "Consistent from frame to frame is not the same as right — nothing here checks the invented part against the truth.";
$("k6").innerHTML = Object.entries({
"frames": g.frames, "scene-centre depth": (g.zm || 0).toFixed(2),
"clearance ahead": (g.ahead || 0).toFixed(3),
"parallax": (100 * (g.moved || 0)).toFixed(1) + "% of the scene-centre depth",
"invented": (100 * (1 - (g.coverage || 0))).toFixed(0) + "%",
"wall clock": j.t + "s", "seed": st.seed, "camera": `keyframe path, ${st.keys.length} keys`,
}).map(([k, v]) => `<i>${k}</i><span>${v}</span>`).join("");
}
const V3 = ["v6a", "v6b", "v6c"].map($); // the render is the clock; the other two panes and the scrubber follow it
$("v6play").onclick = () => V3[2].paused ? V3.forEach(v => v.play()) : V3.forEach(v => v.pause());
V3[2].ontimeupdate = () => {
V3.slice(0, 2).forEach(v => { if (Math.abs(v.currentTime - V3[2].currentTime) > 0.08) v.currentTime = V3[2].currentTime; });
if (!V3[2].paused) $("tk").value = Math.floor(V3[2].currentTime * FPS);
};
$("tk").oninput = e => V3.forEach(v => { v.pause(); v.currentTime = (+e.target.value + 0.5) / FPS; });
$("again").onclick = backToStudio;
$("new").onclick = () => location.reload();
show(0);
</script>
|