{
  "version": 3,
  "updated": "2026-11-08",
  "target": "./models-v2/openai-revised.png",
  "targetSHA256": "2f14b739df97d1271786853ba2a0a6b73e7cdedcd2143d2062e049c8fca0fc67",
  "goal": "Improve the actual single-mesa renderer toward the selected generated reference, at native 1920×1080 with a sustained 16.67 ms frame budget on ThreadRipper (MZ02AFGB), RTX 5080.",
  "comparisonRules": [
    "Freeze the camera and sunlight direction when comparing material or lighting changes.",
    "Keep all tested candidates, settings, source digests, GPU readbacks and decisions.",
    "Use broad color distance only to guide exposure and reflectance; require visual review for structure, ground scale and repetition.",
    "Distinguish startup/relighting cache cost, steady frame cost, bounded throughput and sustained moving-camera pacing.",
    "Do not claim arbitrary-mesh GI, calibrated photometry or photographic acceptance from this first heightfield implementation."
  ],
  "components": [
    {"id":"geometry","name":"Mesa and fallen stone","method":"World-anchored heightfield plus angular debris meshes","remaining":"Cliff undercuts, broken ledges and large fracture geometry still need stronger structural work."},
    {"id":"materials","name":"Relightable surfaces","method":"Scanned albedo controls and text-only fal PATINA basecolor/roughness/height; stochastic sampling and mip filtering","remaining":"Generated maps may contain inferred or residual shading. Judge them in the albedo and roughness views."},
    {"id":"sun","name":"Direct sun and shadows","method":"Atmospheric solar transmittance, Lambert diffuse and GGX dielectric reflection; 4096² shadow map","remaining":"PCF filtering is not a distance-varying physical sun penumbra."},
    {"id":"sky","name":"Sky diffuse illumination","method":"Cosine-weighted atmospheric-sky integration with terrain visibility","remaining":"Finite ray count and coarse receiver interpolation limit crevice detail."},
    {"id":"gi","name":"Diffuse terrain interreflection","method":"24 hemisphere rays per 256² receiver, two diffuse reflection iterations, same raster terrain heights","remaining":"Finite range, coarse material averages, no arbitrary overhangs, no small-debris indirect transport or specular multi-bounce."},
    {"id":"atmosphere","name":"Sky and aerial perspective","method":"Shared spherical Rayleigh/Mie sky with approximate multiple scattering; separate 12-step finite view-path scattering and Beer–Lambert transmission","remaining":"Local air-density control does not rebuild the planetary sky model. Not calibrated spectral transport."},
    {"id":"display","name":"Display transform","method":"Scene-linear lighting, filmic tone mapping, sRGB transfer","remaining":"Relative exposure rather than calibrated camera photometry."}
  ],
  "nextGates": ["Review ground scale and repetition in matched crops", "Review cliff structure independently of tone matching", "Check GI cache visibility and bounce invariants", "Measure moving-camera frame pacing and relighting stalls", "Publish only a working tested browser scene"]
}
