Adopt the realism pass and refresh screenshots/docs
Full build / Import + headless tests (push) Successful in 34s
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- add the v2 runtime picks: per-phase skyline panoramas, brick, sidewalk
  pavers, dry/wet asphalt, awning canvas, and their normal maps
- add the realism tooling and evidence: tools/scene_concepts.py, capture_realism.gd,
  concept frames, reports/sheets, and tests
- retune phase lighting/fog/exposure, add sun yaw, brighten the night glow,
  add the flashlight beam mesh, and rebuild the planter/tree assets
- regenerate all eleven staged screenshots from the current build; compare is
  11 good / 0 bad
- finish the visual-alignment closeout in DONE/TODO, update architecture,
  blender-assets, PLAN, and ignore rules (editable Blender sources untracked)
- keep the judge retry and document the verified default judge model

Verification: headless 227/227; Python tooling 86/86; check_screenshots 11/11.
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zwitschi committed 2026-11-01 17:03:05 +01:00
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@@ -81,7 +81,7 @@ The player interacts with NPCs, venue entrances, access artifacts, equipment, st
- `tools/model_pipeline.py` builds and audits the street-prop `.glb` models and packs their colour atlases.
- `tools/npc_pipeline.py` builds and audits the skinned NPC base model (`assets/models/generated/npc_base.glb`) and its per-slot material maps, with an optional AI fabric override (ADR-0013).
- `tools/blender_assets.py` builds, renders and audits the Blender asset library (`assets/models/blender/{npc,npc_gear,props}/` + `manifest.json`): NPC character variants that are drop-in for `npc_base`, attach-point gear, and street/venue props. `NpcAvatar` selects variants/gear by role/seed and `WorldBuilder` loads the prop replacements and new street dressing, with procedural fallbacks (see `docs/blender-assets.md`).
- `tools/scene_concepts.py` generates realism-pass references (`docs/screens/concepts/`), skyline backdrops and surface tiles (raw `assets/textures/ai/v2/raw/` → candidates `assets/textures/ai/game_ready/v2/`) without ever overwriting an image, and scores `src/test/capture_realism.gd` A/B captures against the concepts (`docs/screens/realism/<run>/`).
- `tools/scene_concepts.py` generates realism-pass references (`docs/screens/concepts/`), skyline backdrops and surface tiles (raw `assets/textures/ai/v2/raw/` → candidates `assets/textures/ai/game_ready/v2/`), promotes the validated ones to the tracked `v2/picks/` that `SurfaceMaterials`/`WorldBuilder` preload, audits them, and scores `src/test/capture_realism.gd` A/B captures (five stages, runtime texture swaps) against the concepts (`docs/screens/realism/<run>/`).
- `tools/asset_pipeline.py` generates and audits role-aware textures; `tools/screen_designs.py` generates screen references and judges captures.
Confirmed game assets live in `assets/textures/ai/game_ready/` (audited surface, UI, and card textures), `assets/models/generated/` (prop and NPC `.glb` models plus their texture atlases), and `assets/textures/npc/` (NPC material maps and `palette.json`). Development-only outputs — AI concept sheets, Blender sources, raw AI fabrics — are gitignored and regenerated by the tools.
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@@ -64,6 +64,10 @@ render about 2.5 min.
- Blender is Z-up. The glTF exporter converts to Godot Y-up.
- **Front = Blender −Y = Godot +Z**, the face direction that
`NpcAvatar.yaw_towards()` assumes.
- **Foliage** (`street_tree`, `planter_box`, `round_planter`) is a cluster of many small
flat-shaded clumps plus outer clumps that break the silhouette, not one smooth blob. That is
how the realism pass made the street greenery read as leaves; the three assets carry fresh AO
maps (`street_tree` is 2,592 triangles).
- Grounded assets have their origin on the floor (`min y ≈ 0`). The two
exceptions are `wall_lantern` (origin on the wall plate, at mount height) and
`marquee` (origin at the wall where the canopy meets it, at canopy height).
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# Scene concepts: the realistic target look
These are AI-generated example frames (`python3 tools/scene_concepts.py generate --group scene`,
`openai/gpt-5-image-mini`, 1280×720) for the realism pass. They are art direction, not
assets. `tools/scene_concepts.py realism` pairs them with the in-game shots from
`src/test/capture_realism.gd` (see `SHOTS` in the tool). New generations never overwrite a
file here; they are saved as `<name>-vN.png`.
| Concept | Visual targets it sets |
| --- | --- |
| `hollywood_entrance_morning` | warm low sun, long soft shadows, brick with visible mortar and wear, stone plinth, potted topiary, haze that fades the far street to beige |
| `hollywood_entrance_golden_hour` | strong back light and rim light on people, marquee bulbs reading even in daylight |
| `hollywood_entrance_rain_night` | dark scene lit by practical lights only (marquee, sodium lamps), wet glossy ground with reflections, fog |
| `boulevard_skyline_day` | deep layered skyline with real towers and haze, palms lining the road, red curb paint, believable asphalt |
| `boulevard_skyline_dusk` | purple/orange gradient sky, neon signs, lit windows, car light trails |
| `joke_shop_alley_evening` | narrow brick alley, one warm wall lantern as key light, deep shadows, people in dark jackets |
| `joke_shop_door_closeup` | close material detail: brick, mortar, aged wood door, brass |
| `studio_stage_door_night` | granite facade, a bright bulb canopy as the main light, a glossy black car, stanchions and a barrier |
| `sidewalk_material_closeup` | paver joints, stains, granite curb, aggregate asphalt and a tree grate at grazing light |
| `entrance_steps_podium` | granite steps, handrails, glass doors, the check-in podium |
| `crowd_barrier_line` | steel barriers, a red carpet, a crowd with depth-of-field haze |
| `responder_arrival_wide` | fire engine, turnout gear, red/blue light spill on wet pavement |
Cross-cutting targets, for comparison with the 2026-11-01 captures in
`docs/screens/realism/2026-11-01-v2/sheet.jpg`:
- **Exposure.** The concepts keep the ground mid-grey. The game's sidewalk is close to white,
so it is overexposed.
- **Night means dark.** The night/dusk concepts are lit by practical lights. The game's
"Evening" phase is a bright pink-orange frame.
- **Depth.** The concepts show a layered skyline fading into haze. The new v2 skyline strips
supply this; the old box skyline did not.
- **Geometry and foliage.** The facades have plinths, cornices and deep window reveals, and the
trees and shrubs are organic. The game uses flat walls and blob trees.
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"Implement a physically based rendering (PBR) material system for all assets to achieve realistic surface interactions with light.",
"Integrate a global illumination solution (e.g., ray tracing, baked lightmaps) to simulate realistic light bouncing and ambient occlusion.",
"Replace placeholder low-resolution textures with high-resolution, detailed textures, including normal maps and roughness maps for all surfaces.",
"Develop a realistic skybox and distant cityscape with atmospheric scattering and haze effects to match the target's backdrop.",
"Redesign character models with realistic proportions, detailed clothing, and proper skin shaders, along with animation systems for natural movement."
]
}
},
"boulevard_night": {
"target": "docs/screens/concepts/hollywood_entrance_rain_night.png",
"metrics": {
"edge_density": 21.77,
"fine_detail": 8.45,
"contrast": 50.38,
"saturation_mean": 95.12,
"colour_spread": 55.61
},
"target_metrics": {
"edge_density": 8.43,
"fine_detail": 3.51,
"contrast": 27.34,
"saturation_mean": 159.44,
"colour_spread": 26.61
},
"metric_gap": 1.231,
"judge": {
"scores": {
"overall": 1.0,
"backdrop": 1.0,
"lighting": 1.0,
"characters": 1.0,
"texture_detail": 1.0,
"materials": 1.0
},
"score_range": {
"overall": [
1.0,
1.0
],
"backdrop": [
1.0,
1.0
],
"lighting": [
1.0,
1.0
],
"characters": [
1.0,
1.0
],
"texture_detail": [
1.0,
1.0
],
"materials": [
1.0,
1.0
]
},
"runs": 3,
"fixes": [
"Implement a physically based rendering (PBR) material pipeline for all assets to achieve realistic surface responses to light.",
"Overhaul the lighting system to include global illumination, volumetric effects (fog/haze), and realistic light sources with proper falloff and color temperature.",
"Redesign character models with higher polygon counts, detailed textures (albedo, normal, roughness, metallic maps), and realistic rigging/animation.",
"Replace placeholder textures with high-resolution, detailed textures that include normal maps for surface imperfections and depth.",
"Develop a more complex backdrop with detailed buildings, atmospheric perspective (distance haze), and a dynamic sky system that reflects time of day and weather."
]
}
},
"entrance_day": {
"target": "docs/screens/concepts/hollywood_entrance_morning.png",
"metrics": {
"edge_density": 26.19,
"fine_detail": 9.27,
"contrast": 56.39,
"saturation_mean": 65.24,
"colour_spread": 59.96
},
"target_metrics": {
"edge_density": 16.87,
"fine_detail": 6.92,
"contrast": 70.27,
"saturation_mean": 121.02,
"colour_spread": 69.83
},
"metric_gap": 0.308,
"judge": {
"scores": {
"overall": 1.0,
"backdrop": 0.0,
"lighting": 1.0,
"characters": 0.0,
"texture_detail": 1.0,
"materials": 1.0
},
"score_range": {
"overall": [
1.0,
1.0
],
"backdrop": [
0.0,
0.0
],
"lighting": [
1.0,
1.0
],
"characters": [
0.0,
0.0
],
"texture_detail": [
1.0,
1.0
],
"materials": [
1.0,
1.0
]
},
"runs": 3,
"fixes": [
"Implement a physically based rendering (PBR) material pipeline for all assets to achieve realistic surface interactions with light.",
"Overhaul the lighting system to include global illumination, realistic skyboxes with atmospheric scattering, and dynamic shadows to match the soft, warm lighting of the target.",
"Replace placeholder textures with high-resolution, detailed textures that include normal maps, roughness maps, and metallic maps to add surface complexity and realism.",
"Develop a detailed backdrop with distant buildings, realistic palm trees, and atmospheric haze to create depth and a sense of place.",
"Redesign all environmental props (trees, trash cans, bollards) with realistic models and textures, moving away from the current stylized, low-poly aesthetic."
]
}
},
"street_day": {
"target": "docs/screens/concepts/boulevard_skyline_day.png",
"metrics": {
"edge_density": 12.44,
"fine_detail": 5.32,
"contrast": 41.37,
"saturation_mean": 77.84,
"colour_spread": 44.96
},
"target_metrics": {
"edge_density": 20.74,
"fine_detail": 8.23,
"contrast": 54.85,
"saturation_mean": 73.09,
"colour_spread": 58.16
},
"metric_gap": 0.307,
"judge": {
"scores": {
"overall": 0.0,
"backdrop": 0.0,
"lighting": 0.0,
"characters": 0.0,
"texture_detail": 0.0,
"materials": 0.0
},
"score_range": {
"overall": [
0.0,
0.0
],
"backdrop": [
0.0,
0.0
],
"lighting": [
0.0,
0.0
],
"characters": [
0.0,
0.0
],
"texture_detail": [
0.0,
0.0
],
"materials": [
0.0,
0.0
]
},
"runs": 3,
"fixes": [
"Implement a physically based rendering (PBR) material system for all assets to achieve realistic surface interactions with light.",
"Develop a dynamic sky and atmospheric scattering system to accurately simulate sky color, haze, and sun position based on time of day.",
"Replace placeholder block models with detailed 3D models for buildings, vehicles, and environmental props, including proper UV mapping and high-resolution textures.",
"Integrate a global illumination solution (e.g., ray tracing or baked lightmaps) to simulate realistic indirect lighting and soft shadows.",
"Create realistic character models with detailed textures, proper rigging, and animations, ensuring they blend seamlessly with the environment."
]
}
},
"street_night": {
"target": "docs/screens/concepts/boulevard_skyline_dusk.png",
"metrics": {
"edge_density": 11.94,
"fine_detail": 5.35,
"contrast": 48.34,
"saturation_mean": 98.21,
"colour_spread": 48.85
},
"target_metrics": {
"edge_density": 8.83,
"fine_detail": 4.61,
"contrast": 33.26,
"saturation_mean": 188.16,
"colour_spread": 35.38
},
"metric_gap": 0.337,
"judge": {
"scores": {
"overall": 1.0,
"backdrop": 1.0,
"lighting": 1.0,
"characters": 1.0,
"texture_detail": 1.0,
"materials": 1.0
},
"score_range": {
"overall": [
1.0,
1.0
],
"backdrop": [
1.0,
1.0
],
"lighting": [
1.0,
1.0
],
"characters": [
1.0,
1.0
],
"texture_detail": [
1.0,
1.0
],
"materials": [
1.0,
1.0
]
},
"runs": 3,
"fixes": [
"Implement a physically based lighting model with global illumination to accurately simulate light bounces and color bleeding, especially for the sunset and artificial lights.",
"Replace placeholder geometry with detailed 3D models for buildings, vehicles, and environmental props, ensuring proper UV mapping and high-resolution textures.",
"Develop a comprehensive material library with realistic PBR (Physically Based Rendering) materials for various surfaces (e.g., wet asphalt, neon signs, building facades, car paint) including roughness, metallic, and normal maps.",
"Create a dynamic skybox system that accurately represents a sunset with atmospheric scattering, volumetric clouds, and distance haze, matching the vibrant purple and orange hues of the target.",
"Design and integrate realistic character models with detailed clothing, hair, and skin textures, and implement a robust animation system for natural movement."
]
}
}
}
}
}
@@ -0,0 +1,131 @@
# Realism report: `docs/screens/realism/2026-11-01-adopt`
Vision judge: `google/gemini-2.5-flash` (scores 0-10, higher is more realistic compared with the concept target).
| set | shot | target | gap ↓ | edges | detail | contrast | overall | lighting | materials | texture | backdrop |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| after | boulevard_day | boulevard_skyline_day | 0.172 | 23.21 | 8.88 | 38.78 | 1.0 | 1.0 | 1.0 | 1.0 | 3.0 |
| after | boulevard_night | hollywood_entrance_rain_night | 0.723 | 16.02 | 7.13 | 39.4 | 1.0 | 1.0 | 1.0 | 1.0 | 2.0 |
| after | entrance_day | hollywood_entrance_morning | 0.442 | 25.88 | 9.86 | 40.18 | 1.0 | 1.0 | 1.0 | 1.0 | 0.0 |
| after | entrance_late | hollywood_entrance_rain_night | 1.105 | 18.4 | 8.41 | 51.61 | 1.0 | 1.0 | 1.33 | 1.33 | 0.0 |
| after | joke_shop_door | joke_shop_door_closeup | 0.818 | 14.84 | 7.04 | 47.63 | 2.0 | 2.0 | 3.0 | 3.0 | 4.0 |
| after | street_day | boulevard_skyline_day | 0.148 | 18.69 | 7.42 | 42.69 | 1.0 | 1.0 | 1.0 | 1.0 | 2.0 |
| after | street_late | boulevard_skyline_dusk | 0.224 | 12.95 | 6.27 | 31.94 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
| after | street_night | boulevard_skyline_dusk | 0.253 | 10.97 | 5.57 | 24.27 | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 |
| after | studio_door | studio_stage_door_night | 0.395 | 16.62 | 7.65 | 48.52 | 1.0 | 1.0 | 1.0 | 1.0 | 0.0 |
| before | boulevard_day | boulevard_skyline_day | 0.036 | 20.75 | 8.2 | 49.63 | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 |
| before | boulevard_night | hollywood_entrance_rain_night | 1.231 | 21.77 | 8.45 | 50.38 | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 |
| before | entrance_day | hollywood_entrance_morning | 0.308 | 26.19 | 9.27 | 56.39 | 1.0 | 1.0 | 1.0 | 1.0 | 0.0 |
| before | street_day | boulevard_skyline_day | 0.307 | 12.44 | 5.32 | 41.37 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
| before | street_night | boulevard_skyline_dusk | 0.337 | 11.94 | 5.35 | 48.34 | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 |
Mean scores per set (all captured shots):
| set | shots | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters |
| --- | --- | --- | --- | --- | --- | --- | --- | --- |
| after | 9 | 0.476 | 1.0 | 1.0 | 1.15 | 1.15 | 1.33 | 0.11 |
| before | 5 | 0.444 | 0.8 | 0.8 | 0.8 | 0.8 | 0.6 | 0.6 |
Mean over the shots every set captured (like for like):
| set | shots | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters |
| --- | --- | --- | --- | --- | --- | --- | --- | --- |
| after | 5 | 0.348 | 1.0 | 1.0 | 1.0 | 1.0 | 1.6 | 0.2 |
**after / boulevard_day** fixes:
- Implement physically based rendering (PBR) materials for all assets, focusing on realistic albedo, roughness, and metallic maps to achieve accurate surface responses to light.
- Overhaul lighting system to include global illumination, realistic skybox/HDRI for ambient light, and accurate sun/directional light with proper shadows and atmospheric scattering (haze/fog).
- Replace placeholder low-polygon models with high-detail 3D assets for trees, street furniture, and buildings, ensuring proper UV mapping and texture application.
- Improve texture resolution and detail across all surfaces, adding normal maps for surface imperfections and detail, and ensuring textures are seamlessly tiled or uniquely mapped where appropriate.
- Develop a realistic character pipeline, including high-fidelity models, animations, and PBR materials for skin, clothing, and hair, to populate the scene.
**after / boulevard_night** fixes:
- Implement a physically based rendering (PBR) material pipeline for all assets to achieve realistic surface responses to light, especially for wet surfaces and brick.
- Overhaul the lighting system to include global illumination, volumetric fog/rain, and realistic light sources with proper falloff and color temperature, focusing on dramatic contrast and mood.
- Replace low-polygon models with high-detail meshes and high-resolution textures, including normal and roughness maps, for all environmental elements (buildings, street, props, characters).
- Redesign the backdrop with a more detailed and atmospheric skyline, incorporating distance haze, subtle cloud formations, and appropriate night sky colors to match the target's mood.
- Update character models to be realistic, with detailed clothing, skin, and hair textures, and implement realistic animation and shading.
**after / entrance_day** fixes:
- Implement a physically based rendering (PBR) material pipeline for all assets to achieve realistic surface responses to light.
- Overhaul the lighting system to include global illumination, realistic skyboxes with atmospheric scattering, and dynamic shadows.
- Replace placeholder low-polygon models with high-fidelity assets that include detailed normal maps and displacement maps for architectural elements, foliage, and street furniture.
- Develop a detailed backdrop with distant buildings, varied skyline, and atmospheric haze to create depth and realism.
- Add realistic foliage models with proper leaf textures, branch structures, and varied forms instead of simple geometric shapes.
**after / entrance_late** fixes:
- Implement volumetric fog and rain effects to create atmospheric depth and mood, especially around light sources.
- Overhaul lighting system to include realistic light falloff, bounce light, and wet surface reflections, focusing on the marquee and streetlights.
- Redesign all materials with PBR workflows, ensuring accurate roughness, metallic, and normal maps for brick, concrete, metal, and wet surfaces.
- Add high-resolution, detailed textures for all surfaces, particularly the brickwork, sidewalk, and marquee, to capture fine imperfections and wear.
- Develop a detailed backdrop with distant buildings, subtle city lights, and atmospheric haze to replace the current flat sky.
**after / joke_shop_door** fixes:
- Implement physically based rendering (PBR) materials for all surfaces, especially brick, wood, and metal, to achieve realistic light interaction and surface properties.
- Overhaul the lighting system to include more nuanced light sources, volumetric effects, and global illumination. Focus on creating warm, inviting pools of light around entrances and signs, with realistic falloff and shadows.
- Improve texture resolution and detail for all assets, particularly the brickwork, ground, and signage. Add normal maps and displacement maps to give surfaces depth and tactile quality.
- Redesign the 'Comedy Club' sign to be a prominent, well-lit feature with appropriate emissive materials and a more stylized font, similar to the target image's 'COMEDY CLUB' sign.
- Enhance the backdrop with more detailed city lights, atmospheric haze, and a more realistic skybox to create a sense of depth and a believable urban environment.
**after / street_day** fixes:
- Implement physically based rendering (PBR) materials for all assets, focusing on realistic albedo, roughness, and metallic values to achieve accurate light interaction.
- Overhaul the lighting system to include a directional light representing the sun, a skybox/HDRI for ambient light, and global illumination to simulate bounced light, matching the target's clear, bright, and slightly warm daylight.
- Replace placeholder geometry with high-fidelity 3D models for cars, buildings, and environmental elements (e.g., palm trees, streetlights, sidewalks) that match the realistic proportions and details of the target image.
- Develop detailed textures for all surfaces, including road asphalt, concrete sidewalks, building facades, and foliage, ensuring appropriate resolution and variety to avoid tiling artifacts and enhance realism.
- Create a realistic backdrop with a detailed skyline, atmospheric perspective (distance haze), and a clear blue sky that accurately reflects the target's Los Angeles aesthetic, integrating it seamlessly with the foreground.
**after / street_late** fixes:
- Implement a full physically-based lighting model with global illumination, volumetric fog, and atmospheric scattering to achieve realistic sunset colors and light interaction.
- Replace placeholder geometry with detailed 3D models for buildings, palm trees, and vehicles, ensuring proper scale and architectural variety.
- Develop high-resolution PBR (Physically Based Rendering) materials for all surfaces, including reflective wet asphalt, glowing neon signs, and varied building facades, with appropriate roughness, metallic, and normal maps.
- Create a dynamic skybox system that accurately renders sunset gradients, distant city skylines with emissive windows, and atmospheric haze, replacing the current flat backdrop.
- Add realistic character models with appropriate clothing and animations to populate the scene, contributing to the overall realism and sense of a living city.
**after / street_night** fixes:
- Implement a full physically-based lighting model with global illumination, volumetric fog, and proper emissive materials for signs and car lights to capture the sunset glow and light trails.
- Replace placeholder geometry with detailed 3D models for buildings, palm trees, and vehicles, ensuring accurate proportions and architectural details.
- Develop high-resolution PBR textures for all surfaces (roads, buildings, signs, vehicles) with appropriate albedo, roughness, metallic, and normal maps to add realism and detail.
- Create a dynamic skybox with a realistic sunset gradient, distant city skyline with illuminated windows, and atmospheric haze to match the target's depth and mood.
- Add realistic character models with appropriate clothing and animations to populate the scene and enhance the sense of a living city.
**after / studio_door** fixes:
- Implement physically based rendering (PBR) materials for all surfaces, focusing on realistic albedo, roughness, and metallic values to achieve accurate light interaction.
- Overhaul the lighting system to include global illumination, volumetric fog, and realistic light sources with proper falloff and color temperature, especially for the marquee and wall sconces.
- Add high-resolution, detailed textures with normal and displacement maps for brickwork, concrete, and metallic elements to introduce surface imperfections and depth.
- Develop a realistic backdrop with a distant city skyline, atmospheric haze, and a dark, moody sky to establish a sense of depth and environment.
- Introduce realistic 3D character models with proper clothing, hair, and skin shaders, along with a high-fidelity car model, to populate the scene and match the target's visual complexity.
**before / boulevard_day** fixes:
- Implement a physically based rendering (PBR) material system for all assets to achieve realistic surface interactions with light.
- Integrate a global illumination solution (e.g., ray tracing, baked lightmaps) to simulate realistic light bouncing and ambient occlusion.
- Replace placeholder low-resolution textures with high-resolution, detailed textures, including normal maps and roughness maps for all surfaces.
- Develop a realistic skybox and distant cityscape with atmospheric scattering and haze effects to match the target's backdrop.
- Redesign character models with realistic proportions, detailed clothing, and proper skin shaders, along with animation systems for natural movement.
**before / boulevard_night** fixes:
- Implement a physically based rendering (PBR) material pipeline for all assets to achieve realistic surface responses to light.
- Overhaul the lighting system to include global illumination, volumetric effects (fog/haze), and realistic light sources with proper falloff and color temperature.
- Redesign character models with higher polygon counts, detailed textures (albedo, normal, roughness, metallic maps), and realistic rigging/animation.
- Replace placeholder textures with high-resolution, detailed textures that include normal maps for surface imperfections and depth.
- Develop a more complex backdrop with detailed buildings, atmospheric perspective (distance haze), and a dynamic sky system that reflects time of day and weather.
**before / entrance_day** fixes:
- Implement a physically based rendering (PBR) material pipeline for all assets to achieve realistic surface interactions with light.
- Overhaul the lighting system to include global illumination, realistic skyboxes with atmospheric scattering, and dynamic shadows to match the soft, warm lighting of the target.
- Replace placeholder textures with high-resolution, detailed textures that include normal maps, roughness maps, and metallic maps to add surface complexity and realism.
- Develop a detailed backdrop with distant buildings, realistic palm trees, and atmospheric haze to create depth and a sense of place.
- Redesign all environmental props (trees, trash cans, bollards) with realistic models and textures, moving away from the current stylized, low-poly aesthetic.
**before / street_day** fixes:
- Implement a physically based rendering (PBR) material system for all assets to achieve realistic surface interactions with light.
- Develop a dynamic sky and atmospheric scattering system to accurately simulate sky color, haze, and sun position based on time of day.
- Replace placeholder block models with detailed 3D models for buildings, vehicles, and environmental props, including proper UV mapping and high-resolution textures.
- Integrate a global illumination solution (e.g., ray tracing or baked lightmaps) to simulate realistic indirect lighting and soft shadows.
- Create realistic character models with detailed textures, proper rigging, and animations, ensuring they blend seamlessly with the environment.
**before / street_night** fixes:
- Implement a physically based lighting model with global illumination to accurately simulate light bounces and color bleeding, especially for the sunset and artificial lights.
- Replace placeholder geometry with detailed 3D models for buildings, vehicles, and environmental props, ensuring proper UV mapping and high-resolution textures.
- Develop a comprehensive material library with realistic PBR (Physically Based Rendering) materials for various surfaces (e.g., wet asphalt, neon signs, building facades, car paint) including roughness, metallic, and normal maps.
- Create a dynamic skybox system that accurately represents a sunset with atmospheric scattering, volumetric clouds, and distance haze, matching the vibrant purple and orange hues of the target.
- Design and integrate realistic character models with detailed clothing, hair, and skin textures, and implement a robust animation system for natural movement.
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@@ -0,0 +1,526 @@
{
"run": "docs/screens/realism/2026-11-01-v2",
"judge_model": "google/gemini-2.5-flash-lite",
"sets": {
"baseline": {
"boulevard_day": {
"target": "docs/screens/concepts/boulevard_skyline_day.png",
"metrics": {
"edge_density": 20.75,
"fine_detail": 8.2,
"contrast": 49.63,
"saturation_mean": 72.04,
"colour_spread": 55.45
},
"target_metrics": {
"edge_density": 20.74,
"fine_detail": 8.23,
"contrast": 54.85,
"saturation_mean": 73.09,
"colour_spread": 58.16
},
"metric_gap": 0.036,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 1.0,
"backdrop": 4.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve the lighting model to include more realistic global illumination and soft shadows. The current lighting is too flat and harsh.",
"Replace the current low-polygon character models with more detailed and anatomically correct models. Add variations in clothing and appearance.",
"Increase the texture resolution and detail on all surfaces, especially buildings, roads, and foliage. Implement normal maps and specular maps for greater realism.",
"Enhance the backdrop by adding more detailed building models in the distance, atmospheric perspective (haze), and a more nuanced skybox.",
"Refine the material properties of all objects to better simulate real-world materials. This includes adjusting reflectivity, roughness, and subsurface scattering where appropriate."
]
}
},
"boulevard_night": {
"target": "docs/screens/concepts/hollywood_entrance_rain_night.png",
"metrics": {
"edge_density": 21.77,
"fine_detail": 8.45,
"contrast": 50.38,
"saturation_mean": 95.12,
"colour_spread": 55.61
},
"target_metrics": {
"edge_density": 8.43,
"fine_detail": 3.51,
"contrast": 27.34,
"saturation_mean": 159.44,
"colour_spread": 26.61
},
"metric_gap": 1.231,
"judge": {
"scores": {
"lighting": 2.0,
"materials": 1.0,
"texture_detail": 1.0,
"backdrop": 2.0,
"characters": 1.0,
"overall": 1.0
},
"fixes": [
"Improve lighting to match the dramatic, atmospheric, and volumetric lighting of the target image, focusing on warm, directional light from the marquee and streetlamp, and realistic reflections on wet surfaces.",
"Significantly upgrade material shaders to achieve realistic PBR (Physically Based Rendering) properties, especially for brick, asphalt, glass, and metal, to mimic the specular highlights, subsurface scattering, and roughness of the target.",
"Increase texture resolution and detail for all surfaces, particularly the brickwork, sidewalk, and building facades, to match the fine-grained realism of the target.",
"Redesign character models with higher polygon counts, more detailed textures, and realistic clothing and facial features to match the stylized but grounded look of the target's lone figure.",
"Enhance the backdrop by adding atmospheric effects like fog, rain, and distant city lights, and refine the building models to have more architectural detail and variation, similar to the target's moody urban environment."
]
}
},
"entrance_day": {
"target": "docs/screens/concepts/hollywood_entrance_morning.png",
"metrics": {
"edge_density": 26.19,
"fine_detail": 9.27,
"contrast": 56.39,
"saturation_mean": 65.24,
"colour_spread": 59.96
},
"target_metrics": {
"edge_density": 16.87,
"fine_detail": 6.92,
"contrast": 70.27,
"saturation_mean": 121.02,
"colour_spread": 69.83
},
"metric_gap": 0.308,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 2.0,
"backdrop": 3.0,
"characters": 10.0,
"overall": 2.0
},
"fixes": [
"Improve brick texture and material to match the target's depth and variation.",
"Add more detailed and varied foliage, especially for the trees and bushes, to match the target's organic look.",
"Enhance lighting to create softer shadows, more atmospheric haze, and warmer tones, particularly around the building entrance and street.",
"Refine building details, such as window frames, signage, and architectural elements, to increase realism.",
"Introduce subtle imperfections and wear on surfaces like the sidewalk and building facade to mimic real-world aging."
]
}
},
"street_day": {
"target": "docs/screens/concepts/boulevard_skyline_day.png",
"metrics": {
"edge_density": 12.44,
"fine_detail": 5.32,
"contrast": 41.37,
"saturation_mean": 77.84,
"colour_spread": 44.96
},
"target_metrics": {
"edge_density": 20.74,
"fine_detail": 8.23,
"contrast": 54.85,
"saturation_mean": 73.09,
"colour_spread": 58.16
},
"metric_gap": 0.307,
"judge": {
"scores": {
"lighting": 2.0,
"materials": 1.0,
"texture_detail": 1.0,
"backdrop": 2.0,
"characters": 2.0,
"overall": 1.0
},
"fixes": [
"Improve lighting to match the warm, directional sunlight and soft shadows of the target. Add volumetric fog for atmospheric perspective.",
"Replace flat, untextured building models with detailed geometry and realistic materials (concrete, glass, metal).",
"Add high-resolution textures to all surfaces, especially the road, sidewalk, and buildings, to mimic the detail in the target.",
"Model a more detailed and varied cityscape for the backdrop, including buildings with distinct architectural styles and realistic lighting.",
"Redesign character models to be more anatomically correct and have realistic clothing textures and animations."
]
}
},
"street_night": {
"target": "docs/screens/concepts/boulevard_skyline_dusk.png",
"metrics": {
"edge_density": 11.94,
"fine_detail": 5.35,
"contrast": 48.34,
"saturation_mean": 98.21,
"colour_spread": 48.85
},
"target_metrics": {
"edge_density": 8.83,
"fine_detail": 4.61,
"contrast": 33.26,
"saturation_mean": 188.16,
"colour_spread": 35.38
},
"metric_gap": 0.337,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 1.0,
"backdrop": 2.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve lighting to match the dramatic sunset and neon glow of the target image, focusing on volumetric lighting and bloom effects.",
"Enhance material properties for buildings, road, and car to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and specularity.",
"Increase texture resolution and detail on all surfaces, especially the road and building facades, to mimic the fine grain and imperfections seen in the target.",
"Redesign the backdrop to include a more detailed and atmospheric skyline with realistic haze and a richer sunset color gradient.",
"Replace the current character models with more detailed and realistically proportioned characters that fit the urban environment."
]
}
}
},
"candidate": {
"boulevard_day": {
"target": "docs/screens/concepts/boulevard_skyline_day.png",
"metrics": {
"edge_density": 20.67,
"fine_detail": 7.8,
"contrast": 42.49,
"saturation_mean": 67.55,
"colour_spread": 48.32
},
"target_metrics": {
"edge_density": 20.74,
"fine_detail": 8.23,
"contrast": 54.85,
"saturation_mean": 73.09,
"colour_spread": 58.16
},
"metric_gap": 0.113,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 2.0,
"backdrop": 5.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve road and sidewalk materials to have more realistic specular highlights and surface imperfections.",
"Increase texture resolution and detail on buildings, especially the brickwork, to match the target's fidelity.",
"Replace stylized character models with realistic human models that have appropriate proportions and clothing.",
"Enhance lighting to create softer shadows, more realistic ambient occlusion, and better global illumination, especially around the streetlights and building facades.",
"Add atmospheric perspective and volumetric fog to the distant cityscape to create a more convincing sense of depth and distance haze."
]
}
},
"boulevard_night": {
"target": "docs/screens/concepts/hollywood_entrance_rain_night.png",
"metrics": {
"edge_density": 20.67,
"fine_detail": 7.86,
"contrast": 46.43,
"saturation_mean": 98.69,
"colour_spread": 50.59
},
"target_metrics": {
"edge_density": 8.43,
"fine_detail": 3.51,
"contrast": 27.34,
"saturation_mean": 159.44,
"colour_spread": 26.61
},
"metric_gap": 1.073,
"judge": {
"scores": {
"lighting": 2.0,
"materials": 1.0,
"texture_detail": 1.0,
"backdrop": 3.0,
"characters": 2.0,
"overall": 1.0
},
"fixes": [
"Improve lighting to create atmospheric mood, with strong contrast and volumetric effects like fog/rain.",
"Enhance material properties for realism: add specular highlights, subsurface scattering for skin, and more detailed surface imperfections.",
"Increase texture resolution and detail, especially on buildings, pavement, and clothing, to match the target's gritty realism.",
"Redesign characters to have more realistic proportions, clothing, and facial features, and animate them with more natural movement.",
"Develop a more detailed and atmospheric backdrop, including realistic city buildings, distant haze, and appropriate weather effects."
]
}
},
"entrance_day": {
"target": "docs/screens/concepts/hollywood_entrance_morning.png",
"metrics": {
"edge_density": 24.54,
"fine_detail": 8.92,
"contrast": 52.41,
"saturation_mean": 61.63,
"colour_spread": 54.98
},
"target_metrics": {
"edge_density": 16.87,
"fine_detail": 6.92,
"contrast": 70.27,
"saturation_mean": 121.02,
"colour_spread": 69.83
},
"metric_gap": 0.303,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 2.0,
"backdrop": 3.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve brick texture and material to add more variation, grime, and imperfections.",
"Enhance lighting to create softer shadows, more atmospheric haze, and realistic light falloff.",
"Add more detail and variation to the building facade, including window frames, signage, and architectural elements.",
"Replace low-poly trees and bushes with more detailed and realistic foliage models.",
"Refine character models to match the realistic style of the target image, focusing on proportions, clothing, and facial features."
]
}
},
"street_day": {
"target": "docs/screens/concepts/boulevard_skyline_day.png",
"metrics": {
"edge_density": 14.54,
"fine_detail": 5.32,
"contrast": 36.3,
"saturation_mean": 74.49,
"colour_spread": 39.9
},
"target_metrics": {
"edge_density": 20.74,
"fine_detail": 8.23,
"contrast": 54.85,
"saturation_mean": 73.09,
"colour_spread": 58.16
},
"metric_gap": 0.326,
"judge": {
"scores": {
"lighting": 2.0,
"materials": 1.0,
"texture_detail": 1.0,
"backdrop": 3.0,
"characters": 1.0,
"overall": 1.0
},
"fixes": [
"Improve road and sidewalk materials to have more realistic specular highlights and surface imperfections.",
"Add significant detail to the car models, including realistic reflections, panel gaps, and tire textures.",
"Implement volumetric fog and atmospheric scattering to create a more convincing sense of depth and haze in the backdrop.",
"Replace the placeholder character with a detailed, realistically lit 3D model that matches the environment's style.",
"Enhance the lighting model to include softer shadows, more accurate ambient occlusion, and realistic light bounce."
]
}
},
"street_night": {
"target": "docs/screens/concepts/boulevard_skyline_dusk.png",
"metrics": {
"edge_density": 16.12,
"fine_detail": 6.06,
"contrast": 48.36,
"saturation_mean": 103.44,
"colour_spread": 49.1
},
"target_metrics": {
"edge_density": 8.83,
"fine_detail": 4.61,
"contrast": 33.26,
"saturation_mean": 188.16,
"colour_spread": 35.38
},
"metric_gap": 0.495,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 2.0,
"backdrop": 4.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve lighting to match the dramatic, atmospheric sunset and neon glow of the target image. Add volumetric fog and bloom effects.",
"Significantly enhance material properties for buildings, road, and vehicles to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and surface imperfections.",
"Increase texture resolution and detail on all surfaces, especially buildings and the road, to match the crispness and complexity of the target.",
"Redesign the backdrop to include a more detailed and atmospheric city skyline with appropriate haze and color grading to match the sunset.",
"Completely overhaul character models to be significantly more detailed, with realistic proportions, clothing, and animation, to match the quality of the target scene."
]
}
}
},
"candidate_dusk": {
"boulevard_day": {
"target": "docs/screens/concepts/boulevard_skyline_day.png",
"metrics": {
"edge_density": 20.64,
"fine_detail": 7.79,
"contrast": 42.52,
"saturation_mean": 67.55,
"colour_spread": 48.35
},
"target_metrics": {
"edge_density": 20.74,
"fine_detail": 8.23,
"contrast": 54.85,
"saturation_mean": 73.09,
"colour_spread": 58.16
},
"metric_gap": 0.113,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 2.0,
"backdrop": 5.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve lighting to match the warm, directional sunlight and soft shadows of the target. Add volumetric fog or atmospheric perspective to the distant cityscape.",
"Replace low-poly, stylized assets (trees, characters, buildings) with high-fidelity models that have realistic proportions and details.",
"Apply PBR materials with appropriate roughness, metallic, and normal maps to all surfaces (road, sidewalk, buildings, foliage) to simulate real-world material properties.",
"Increase texture resolution and add surface imperfections (grime, wear, subtle variations) to the road, sidewalk, and building facades.",
"Refine character models to have realistic anatomy, clothing, and animation, and ensure they are properly lit and integrated into the scene."
]
}
},
"boulevard_night": {
"target": "docs/screens/concepts/hollywood_entrance_rain_night.png",
"metrics": {
"edge_density": 21.29,
"fine_detail": 7.93,
"contrast": 43.3,
"saturation_mean": 97.44,
"colour_spread": 47.83
},
"target_metrics": {
"edge_density": 8.43,
"fine_detail": 3.51,
"contrast": 27.34,
"saturation_mean": 159.44,
"colour_spread": 26.61
},
"metric_gap": 1.041,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 2.0,
"backdrop": 4.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve the lighting to match the dramatic, atmospheric, and volumetric lighting of the target image, focusing on warm, directional light from the marquee and streetlamp, and realistic reflections on wet surfaces.",
"Significantly upgrade the character models and animations to be more realistic, with detailed clothing, facial features, and natural posing, rather than the current low-poly, cartoonish style.",
"Enhance material properties and textures for all surfaces (brick, pavement, doors, clothing) to achieve a photorealistic look, with appropriate roughness, reflectivity, and detailed normal maps, especially for the wet environment.",
"Refine the backdrop elements, including the distant city skyline and atmospheric haze, to create a sense of depth and realism consistent with the target image's moody atmosphere.",
"Implement more realistic environmental effects, such as rain, puddles with accurate reflections, and subtle fog, to enhance the overall immersion and match the target's gritty, wet ambiance."
]
}
},
"entrance_day": {
"target": "docs/screens/concepts/hollywood_entrance_morning.png",
"metrics": {
"edge_density": 24.44,
"fine_detail": 8.87,
"contrast": 52.25,
"saturation_mean": 61.51,
"colour_spread": 54.84
},
"target_metrics": {
"edge_density": 16.87,
"fine_detail": 6.92,
"contrast": 70.27,
"saturation_mean": 121.02,
"colour_spread": 69.83
},
"metric_gap": 0.3,
"judge": {
"scores": {},
"fixes": [
"judge failed: OpenRouter HTTP 400: {\"error\":{\"message\":\"Provider returned error\",\"code\":400,\"metadata\":{\"raw\":\"{\\n \\\"error\\\": {\\n \\\"code\\\": 400,\\n \\\"message\\\": \\\"API key not valid. Please pass a valid API key.\\\",\\n \\\"status\\\": \\\"INVALID_ARGUMENT\\\",\\n \\\"details\\\": [\\n {\\n \\\"@type\\\": \\\"type.googleapis.com/googl"
]
}
},
"street_day": {
"target": "docs/screens/concepts/boulevard_skyline_day.png",
"metrics": {
"edge_density": 14.55,
"fine_detail": 5.33,
"contrast": 36.3,
"saturation_mean": 74.49,
"colour_spread": 39.9
},
"target_metrics": {
"edge_density": 20.74,
"fine_detail": 8.23,
"contrast": 54.85,
"saturation_mean": 73.09,
"colour_spread": 58.16
},
"metric_gap": 0.326,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 1.0,
"backdrop": 4.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve road and sidewalk material PBR values to match the target's roughness and reflectivity.",
"Increase the resolution and detail of building textures in the backdrop to reduce the blurry, low-poly appearance.",
"Add atmospheric perspective and volumetric fog to the distant cityscape to mimic the target's depth and haze.",
"Enhance car material properties, particularly reflections and specular highlights, to match the target's realism.",
"Redesign character models to have more detailed geometry, textures, and more natural proportions and posing."
]
}
},
"street_night": {
"target": "docs/screens/concepts/boulevard_skyline_dusk.png",
"metrics": {
"edge_density": 17.04,
"fine_detail": 6.13,
"contrast": 43.69,
"saturation_mean": 96.82,
"colour_spread": 45.18
},
"target_metrics": {
"edge_density": 8.83,
"fine_detail": 4.61,
"contrast": 33.26,
"saturation_mean": 188.16,
"colour_spread": 35.38
},
"metric_gap": 0.463,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 2.0,
"backdrop": 3.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve lighting to match the dramatic, atmospheric sunset and neon glow of the target image. Add volumetric fog and bloom effects.",
"Enhance material properties for buildings, road, and vehicles to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and specularity.",
"Increase texture resolution and detail on all surfaces, especially buildings and the road, to match the fine details seen in the target.",
"Redesign the backdrop to include a more detailed and atmospheric city skyline with appropriate haze and color grading to mimic the target's sunset.",
"Significantly rework character models to be more realistic in terms of proportions, texturing, and animation, as the current models are very stylized and cartoony."
]
}
}
}
}
}
@@ -0,0 +1,130 @@
# Realism report: `docs/screens/realism/2026-11-01-v2`
Vision judge: `google/gemini-2.5-flash-lite` (scores 0-10, higher is more realistic compared with the concept target).
| set | shot | target | gap ↓ | edges | detail | contrast | overall | lighting | materials | texture | backdrop |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| baseline | boulevard_day | boulevard_skyline_day | 0.036 | 20.75 | 8.2 | 49.63 | 2.0 | 3.0 | 2.0 | 1.0 | 4.0 |
| baseline | boulevard_night | hollywood_entrance_rain_night | 1.231 | 21.77 | 8.45 | 50.38 | 1.0 | 2.0 | 1.0 | 1.0 | 2.0 |
| baseline | entrance_day | hollywood_entrance_morning | 0.308 | 26.19 | 9.27 | 56.39 | 2.0 | 3.0 | 2.0 | 2.0 | 3.0 |
| baseline | street_day | boulevard_skyline_day | 0.307 | 12.44 | 5.32 | 41.37 | 1.0 | 2.0 | 1.0 | 1.0 | 2.0 |
| baseline | street_night | boulevard_skyline_dusk | 0.337 | 11.94 | 5.35 | 48.34 | 2.0 | 3.0 | 2.0 | 1.0 | 2.0 |
| candidate | boulevard_day | boulevard_skyline_day | 0.113 | 20.67 | 7.8 | 42.49 | 2.0 | 3.0 | 2.0 | 2.0 | 5.0 |
| candidate | boulevard_night | hollywood_entrance_rain_night | 1.073 | 20.67 | 7.86 | 46.43 | 1.0 | 2.0 | 1.0 | 1.0 | 3.0 |
| candidate | entrance_day | hollywood_entrance_morning | 0.303 | 24.54 | 8.92 | 52.41 | 2.0 | 3.0 | 2.0 | 2.0 | 3.0 |
| candidate | street_day | boulevard_skyline_day | 0.326 | 14.54 | 5.32 | 36.3 | 1.0 | 2.0 | 1.0 | 1.0 | 3.0 |
| candidate | street_night | boulevard_skyline_dusk | 0.495 | 16.12 | 6.06 | 48.36 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 |
| candidate_dusk | boulevard_day | boulevard_skyline_day | 0.113 | 20.64 | 7.79 | 42.52 | 2.0 | 3.0 | 2.0 | 2.0 | 5.0 |
| candidate_dusk | boulevard_night | hollywood_entrance_rain_night | 1.041 | 21.29 | 7.93 | 43.3 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 |
| candidate_dusk | entrance_day | hollywood_entrance_morning | 0.3 | 24.44 | 8.87 | 52.25 | - | - | - | - | - |
| candidate_dusk | street_day | boulevard_skyline_day | 0.326 | 14.55 | 5.33 | 36.3 | 2.0 | 3.0 | 2.0 | 1.0 | 4.0 |
| candidate_dusk | street_night | boulevard_skyline_dusk | 0.463 | 17.04 | 6.13 | 43.69 | 2.0 | 3.0 | 2.0 | 2.0 | 3.0 |
Mean scores per set:
| set | gap ↓ | overall | lighting | materials | texture_detail | backdrop | characters |
| --- | --- | --- | --- | --- | --- | --- | --- |
| baseline | 0.444 | 1.6 | 2.6 | 1.6 | 1.2 | 2.6 | 3.0 |
| candidate | 0.462 | 1.6 | 2.6 | 1.6 | 1.6 | 3.6 | 1.2 |
| candidate_dusk | 0.449 | 2.0 | 3.0 | 2.0 | 1.75 | 4.0 | 1.0 |
**baseline / boulevard_day** fixes:
- Improve the lighting model to include more realistic global illumination and soft shadows. The current lighting is too flat and harsh.
- Replace the current low-polygon character models with more detailed and anatomically correct models. Add variations in clothing and appearance.
- Increase the texture resolution and detail on all surfaces, especially buildings, roads, and foliage. Implement normal maps and specular maps for greater realism.
- Enhance the backdrop by adding more detailed building models in the distance, atmospheric perspective (haze), and a more nuanced skybox.
- Refine the material properties of all objects to better simulate real-world materials. This includes adjusting reflectivity, roughness, and subsurface scattering where appropriate.
**baseline / boulevard_night** fixes:
- Improve lighting to match the dramatic, atmospheric, and volumetric lighting of the target image, focusing on warm, directional light from the marquee and streetlamp, and realistic reflections on wet surfaces.
- Significantly upgrade material shaders to achieve realistic PBR (Physically Based Rendering) properties, especially for brick, asphalt, glass, and metal, to mimic the specular highlights, subsurface scattering, and roughness of the target.
- Increase texture resolution and detail for all surfaces, particularly the brickwork, sidewalk, and building facades, to match the fine-grained realism of the target.
- Redesign character models with higher polygon counts, more detailed textures, and realistic clothing and facial features to match the stylized but grounded look of the target's lone figure.
- Enhance the backdrop by adding atmospheric effects like fog, rain, and distant city lights, and refine the building models to have more architectural detail and variation, similar to the target's moody urban environment.
**baseline / entrance_day** fixes:
- Improve brick texture and material to match the target's depth and variation.
- Add more detailed and varied foliage, especially for the trees and bushes, to match the target's organic look.
- Enhance lighting to create softer shadows, more atmospheric haze, and warmer tones, particularly around the building entrance and street.
- Refine building details, such as window frames, signage, and architectural elements, to increase realism.
- Introduce subtle imperfections and wear on surfaces like the sidewalk and building facade to mimic real-world aging.
**baseline / street_day** fixes:
- Improve lighting to match the warm, directional sunlight and soft shadows of the target. Add volumetric fog for atmospheric perspective.
- Replace flat, untextured building models with detailed geometry and realistic materials (concrete, glass, metal).
- Add high-resolution textures to all surfaces, especially the road, sidewalk, and buildings, to mimic the detail in the target.
- Model a more detailed and varied cityscape for the backdrop, including buildings with distinct architectural styles and realistic lighting.
- Redesign character models to be more anatomically correct and have realistic clothing textures and animations.
**baseline / street_night** fixes:
- Improve lighting to match the dramatic sunset and neon glow of the target image, focusing on volumetric lighting and bloom effects.
- Enhance material properties for buildings, road, and car to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and specularity.
- Increase texture resolution and detail on all surfaces, especially the road and building facades, to mimic the fine grain and imperfections seen in the target.
- Redesign the backdrop to include a more detailed and atmospheric skyline with realistic haze and a richer sunset color gradient.
- Replace the current character models with more detailed and realistically proportioned characters that fit the urban environment.
**candidate / boulevard_day** fixes:
- Improve road and sidewalk materials to have more realistic specular highlights and surface imperfections.
- Increase texture resolution and detail on buildings, especially the brickwork, to match the target's fidelity.
- Replace stylized character models with realistic human models that have appropriate proportions and clothing.
- Enhance lighting to create softer shadows, more realistic ambient occlusion, and better global illumination, especially around the streetlights and building facades.
- Add atmospheric perspective and volumetric fog to the distant cityscape to create a more convincing sense of depth and distance haze.
**candidate / boulevard_night** fixes:
- Improve lighting to create atmospheric mood, with strong contrast and volumetric effects like fog/rain.
- Enhance material properties for realism: add specular highlights, subsurface scattering for skin, and more detailed surface imperfections.
- Increase texture resolution and detail, especially on buildings, pavement, and clothing, to match the target's gritty realism.
- Redesign characters to have more realistic proportions, clothing, and facial features, and animate them with more natural movement.
- Develop a more detailed and atmospheric backdrop, including realistic city buildings, distant haze, and appropriate weather effects.
**candidate / entrance_day** fixes:
- Improve brick texture and material to add more variation, grime, and imperfections.
- Enhance lighting to create softer shadows, more atmospheric haze, and realistic light falloff.
- Add more detail and variation to the building facade, including window frames, signage, and architectural elements.
- Replace low-poly trees and bushes with more detailed and realistic foliage models.
- Refine character models to match the realistic style of the target image, focusing on proportions, clothing, and facial features.
**candidate / street_day** fixes:
- Improve road and sidewalk materials to have more realistic specular highlights and surface imperfections.
- Add significant detail to the car models, including realistic reflections, panel gaps, and tire textures.
- Implement volumetric fog and atmospheric scattering to create a more convincing sense of depth and haze in the backdrop.
- Replace the placeholder character with a detailed, realistically lit 3D model that matches the environment's style.
- Enhance the lighting model to include softer shadows, more accurate ambient occlusion, and realistic light bounce.
**candidate / street_night** fixes:
- Improve lighting to match the dramatic, atmospheric sunset and neon glow of the target image. Add volumetric fog and bloom effects.
- Significantly enhance material properties for buildings, road, and vehicles to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and surface imperfections.
- Increase texture resolution and detail on all surfaces, especially buildings and the road, to match the crispness and complexity of the target.
- Redesign the backdrop to include a more detailed and atmospheric city skyline with appropriate haze and color grading to match the sunset.
- Completely overhaul character models to be significantly more detailed, with realistic proportions, clothing, and animation, to match the quality of the target scene.
**candidate_dusk / boulevard_day** fixes:
- Improve lighting to match the warm, directional sunlight and soft shadows of the target. Add volumetric fog or atmospheric perspective to the distant cityscape.
- Replace low-poly, stylized assets (trees, characters, buildings) with high-fidelity models that have realistic proportions and details.
- Apply PBR materials with appropriate roughness, metallic, and normal maps to all surfaces (road, sidewalk, buildings, foliage) to simulate real-world material properties.
- Increase texture resolution and add surface imperfections (grime, wear, subtle variations) to the road, sidewalk, and building facades.
- Refine character models to have realistic anatomy, clothing, and animation, and ensure they are properly lit and integrated into the scene.
**candidate_dusk / boulevard_night** fixes:
- Improve the lighting to match the dramatic, atmospheric, and volumetric lighting of the target image, focusing on warm, directional light from the marquee and streetlamp, and realistic reflections on wet surfaces.
- Significantly upgrade the character models and animations to be more realistic, with detailed clothing, facial features, and natural posing, rather than the current low-poly, cartoonish style.
- Enhance material properties and textures for all surfaces (brick, pavement, doors, clothing) to achieve a photorealistic look, with appropriate roughness, reflectivity, and detailed normal maps, especially for the wet environment.
- Refine the backdrop elements, including the distant city skyline and atmospheric haze, to create a sense of depth and realism consistent with the target image's moody atmosphere.
- Implement more realistic environmental effects, such as rain, puddles with accurate reflections, and subtle fog, to enhance the overall immersion and match the target's gritty, wet ambiance.
**candidate_dusk / entrance_day** fixes:
- judge failed: OpenRouter HTTP 400: {"error":{"message":"Provider returned error","code":400,"metadata":{"raw":"{\n \"error\": {\n \"code\": 400,\n \"message\": \"API key not valid. Please pass a valid API key.\",\n \"status\": \"INVALID_ARGUMENT\",\n \"details\": [\n {\n \"@type\": \"type.googleapis.com/googl
**candidate_dusk / street_day** fixes:
- Improve road and sidewalk material PBR values to match the target's roughness and reflectivity.
- Increase the resolution and detail of building textures in the backdrop to reduce the blurry, low-poly appearance.
- Add atmospheric perspective and volumetric fog to the distant cityscape to mimic the target's depth and haze.
- Enhance car material properties, particularly reflections and specular highlights, to match the target's realism.
- Redesign character models to have more detailed geometry, textures, and more natural proportions and posing.
**candidate_dusk / street_night** fixes:
- Improve lighting to match the dramatic, atmospheric sunset and neon glow of the target image. Add volumetric fog and bloom effects.
- Enhance material properties for buildings, road, and vehicles to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and specularity.
- Increase texture resolution and detail on all surfaces, especially buildings and the road, to match the fine details seen in the target.
- Redesign the backdrop to include a more detailed and atmospheric city skyline with appropriate haze and color grading to mimic the target's sunset.
- Significantly rework character models to be more realistic in terms of proportions, texturing, and animation, as the current models are very stylized and cartoony.
@@ -0,0 +1,360 @@
{
"run": "docs/screens/realism/2026-11-01-v2",
"judge_model": "google/gemini-2.5-flash-lite",
"sets": {
"baseline": {
"boulevard_day": {
"target": "docs/screens/concepts/boulevard_skyline_day.png",
"metrics": {
"edge_density": 20.75,
"fine_detail": 8.2,
"contrast": 49.63,
"saturation_mean": 72.04,
"colour_spread": 55.45
},
"target_metrics": {
"edge_density": 20.74,
"fine_detail": 8.23,
"contrast": 54.85,
"saturation_mean": 73.09,
"colour_spread": 58.16
},
"metric_gap": 0.036,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 1.0,
"backdrop": 4.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve the lighting model to include more realistic global illumination and soft shadows. The current lighting is too flat and harsh.",
"Replace the current low-polygon character models with more detailed and anatomically correct models. Add variations in clothing and appearance.",
"Increase the texture resolution and detail on all surfaces, especially buildings, roads, and foliage. Implement normal maps and specular maps for greater realism.",
"Enhance the backdrop by adding more detailed building models in the distance, atmospheric perspective (haze), and a more nuanced skybox.",
"Refine the material properties of all objects to better simulate real-world materials. This includes adjusting reflectivity, roughness, and subsurface scattering where appropriate."
]
}
},
"boulevard_night": {
"target": "docs/screens/concepts/hollywood_entrance_rain_night.png",
"metrics": {
"edge_density": 21.77,
"fine_detail": 8.45,
"contrast": 50.38,
"saturation_mean": 95.12,
"colour_spread": 55.61
},
"target_metrics": {
"edge_density": 8.43,
"fine_detail": 3.51,
"contrast": 27.34,
"saturation_mean": 159.44,
"colour_spread": 26.61
},
"metric_gap": 1.231,
"judge": {
"scores": {
"lighting": 2.0,
"materials": 1.0,
"texture_detail": 1.0,
"backdrop": 2.0,
"characters": 1.0,
"overall": 1.0
},
"fixes": [
"Improve lighting to match the dramatic, atmospheric, and volumetric lighting of the target image, focusing on warm, directional light from the marquee and streetlamp, and realistic reflections on wet surfaces.",
"Significantly upgrade material shaders to achieve realistic PBR (Physically Based Rendering) properties, especially for brick, asphalt, glass, and metal, to mimic the specular highlights, subsurface scattering, and roughness of the target.",
"Increase texture resolution and detail for all surfaces, particularly the brickwork, sidewalk, and building facades, to match the fine-grained realism of the target.",
"Redesign character models with higher polygon counts, more detailed textures, and realistic clothing and facial features to match the stylized but grounded look of the target's lone figure.",
"Enhance the backdrop by adding atmospheric effects like fog, rain, and distant city lights, and refine the building models to have more architectural detail and variation, similar to the target's moody urban environment."
]
}
},
"entrance_day": {
"target": "docs/screens/concepts/hollywood_entrance_morning.png",
"metrics": {
"edge_density": 26.19,
"fine_detail": 9.27,
"contrast": 56.39,
"saturation_mean": 65.24,
"colour_spread": 59.96
},
"target_metrics": {
"edge_density": 16.87,
"fine_detail": 6.92,
"contrast": 70.27,
"saturation_mean": 121.02,
"colour_spread": 69.83
},
"metric_gap": 0.308,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 2.0,
"backdrop": 3.0,
"characters": 10.0,
"overall": 2.0
},
"fixes": [
"Improve brick texture and material to match the target's depth and variation.",
"Add more detailed and varied foliage, especially for the trees and bushes, to match the target's organic look.",
"Enhance lighting to create softer shadows, more atmospheric haze, and warmer tones, particularly around the building entrance and street.",
"Refine building details, such as window frames, signage, and architectural elements, to increase realism.",
"Introduce subtle imperfections and wear on surfaces like the sidewalk and building facade to mimic real-world aging."
]
}
},
"street_day": {
"target": "docs/screens/concepts/boulevard_skyline_day.png",
"metrics": {
"edge_density": 12.44,
"fine_detail": 5.32,
"contrast": 41.37,
"saturation_mean": 77.84,
"colour_spread": 44.96
},
"target_metrics": {
"edge_density": 20.74,
"fine_detail": 8.23,
"contrast": 54.85,
"saturation_mean": 73.09,
"colour_spread": 58.16
},
"metric_gap": 0.307,
"judge": {
"scores": {
"lighting": 2.0,
"materials": 1.0,
"texture_detail": 1.0,
"backdrop": 2.0,
"characters": 2.0,
"overall": 1.0
},
"fixes": [
"Improve lighting to match the warm, directional sunlight and soft shadows of the target. Add volumetric fog for atmospheric perspective.",
"Replace flat, untextured building models with detailed geometry and realistic materials (concrete, glass, metal).",
"Add high-resolution textures to all surfaces, especially the road, sidewalk, and buildings, to mimic the detail in the target.",
"Model a more detailed and varied cityscape for the backdrop, including buildings with distinct architectural styles and realistic lighting.",
"Redesign character models to be more anatomically correct and have realistic clothing textures and animations."
]
}
},
"street_night": {
"target": "docs/screens/concepts/boulevard_skyline_dusk.png",
"metrics": {
"edge_density": 11.94,
"fine_detail": 5.35,
"contrast": 48.34,
"saturation_mean": 98.21,
"colour_spread": 48.85
},
"target_metrics": {
"edge_density": 8.83,
"fine_detail": 4.61,
"contrast": 33.26,
"saturation_mean": 188.16,
"colour_spread": 35.38
},
"metric_gap": 0.337,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 1.0,
"backdrop": 2.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve lighting to match the dramatic sunset and neon glow of the target image, focusing on volumetric lighting and bloom effects.",
"Enhance material properties for buildings, road, and car to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and specularity.",
"Increase texture resolution and detail on all surfaces, especially the road and building facades, to mimic the fine grain and imperfections seen in the target.",
"Redesign the backdrop to include a more detailed and atmospheric skyline with realistic haze and a richer sunset color gradient.",
"Replace the current character models with more detailed and realistically proportioned characters that fit the urban environment."
]
}
}
},
"candidate": {
"boulevard_day": {
"target": "docs/screens/concepts/boulevard_skyline_day.png",
"metrics": {
"edge_density": 20.67,
"fine_detail": 7.8,
"contrast": 42.49,
"saturation_mean": 67.55,
"colour_spread": 48.32
},
"target_metrics": {
"edge_density": 20.74,
"fine_detail": 8.23,
"contrast": 54.85,
"saturation_mean": 73.09,
"colour_spread": 58.16
},
"metric_gap": 0.113,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 2.0,
"backdrop": 5.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve road and sidewalk materials to have more realistic specular highlights and surface imperfections.",
"Increase texture resolution and detail on buildings, especially the brickwork, to match the target's fidelity.",
"Replace stylized character models with realistic human models that have appropriate proportions and clothing.",
"Enhance lighting to create softer shadows, more realistic ambient occlusion, and better global illumination, especially around the streetlights and building facades.",
"Add atmospheric perspective and volumetric fog to the distant cityscape to create a more convincing sense of depth and distance haze."
]
}
},
"boulevard_night": {
"target": "docs/screens/concepts/hollywood_entrance_rain_night.png",
"metrics": {
"edge_density": 20.67,
"fine_detail": 7.86,
"contrast": 46.43,
"saturation_mean": 98.69,
"colour_spread": 50.59
},
"target_metrics": {
"edge_density": 8.43,
"fine_detail": 3.51,
"contrast": 27.34,
"saturation_mean": 159.44,
"colour_spread": 26.61
},
"metric_gap": 1.073,
"judge": {
"scores": {
"lighting": 2.0,
"materials": 1.0,
"texture_detail": 1.0,
"backdrop": 3.0,
"characters": 2.0,
"overall": 1.0
},
"fixes": [
"Improve lighting to create atmospheric mood, with strong contrast and volumetric effects like fog/rain.",
"Enhance material properties for realism: add specular highlights, subsurface scattering for skin, and more detailed surface imperfections.",
"Increase texture resolution and detail, especially on buildings, pavement, and clothing, to match the target's gritty realism.",
"Redesign characters to have more realistic proportions, clothing, and facial features, and animate them with more natural movement.",
"Develop a more detailed and atmospheric backdrop, including realistic city buildings, distant haze, and appropriate weather effects."
]
}
},
"entrance_day": {
"target": "docs/screens/concepts/hollywood_entrance_morning.png",
"metrics": {
"edge_density": 24.54,
"fine_detail": 8.92,
"contrast": 52.41,
"saturation_mean": 61.63,
"colour_spread": 54.98
},
"target_metrics": {
"edge_density": 16.87,
"fine_detail": 6.92,
"contrast": 70.27,
"saturation_mean": 121.02,
"colour_spread": 69.83
},
"metric_gap": 0.303,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 2.0,
"backdrop": 3.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve brick texture and material to add more variation, grime, and imperfections.",
"Enhance lighting to create softer shadows, more atmospheric haze, and realistic light falloff.",
"Add more detail and variation to the building facade, including window frames, signage, and architectural elements.",
"Replace low-poly trees and bushes with more detailed and realistic foliage models.",
"Refine character models to match the realistic style of the target image, focusing on proportions, clothing, and facial features."
]
}
},
"street_day": {
"target": "docs/screens/concepts/boulevard_skyline_day.png",
"metrics": {
"edge_density": 14.54,
"fine_detail": 5.32,
"contrast": 36.3,
"saturation_mean": 74.49,
"colour_spread": 39.9
},
"target_metrics": {
"edge_density": 20.74,
"fine_detail": 8.23,
"contrast": 54.85,
"saturation_mean": 73.09,
"colour_spread": 58.16
},
"metric_gap": 0.326,
"judge": {
"scores": {
"lighting": 2.0,
"materials": 1.0,
"texture_detail": 1.0,
"backdrop": 3.0,
"characters": 1.0,
"overall": 1.0
},
"fixes": [
"Improve road and sidewalk materials to have more realistic specular highlights and surface imperfections.",
"Add significant detail to the car models, including realistic reflections, panel gaps, and tire textures.",
"Implement volumetric fog and atmospheric scattering to create a more convincing sense of depth and haze in the backdrop.",
"Replace the placeholder character with a detailed, realistically lit 3D model that matches the environment's style.",
"Enhance the lighting model to include softer shadows, more accurate ambient occlusion, and realistic light bounce."
]
}
},
"street_night": {
"target": "docs/screens/concepts/boulevard_skyline_dusk.png",
"metrics": {
"edge_density": 16.12,
"fine_detail": 6.06,
"contrast": 48.36,
"saturation_mean": 103.44,
"colour_spread": 49.1
},
"target_metrics": {
"edge_density": 8.83,
"fine_detail": 4.61,
"contrast": 33.26,
"saturation_mean": 188.16,
"colour_spread": 35.38
},
"metric_gap": 0.495,
"judge": {
"scores": {
"lighting": 3.0,
"materials": 2.0,
"texture_detail": 2.0,
"backdrop": 4.0,
"characters": 1.0,
"overall": 2.0
},
"fixes": [
"Improve lighting to match the dramatic, atmospheric sunset and neon glow of the target image. Add volumetric fog and bloom effects.",
"Significantly enhance material properties for buildings, road, and vehicles to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and surface imperfections.",
"Increase texture resolution and detail on all surfaces, especially buildings and the road, to match the crispness and complexity of the target.",
"Redesign the backdrop to include a more detailed and atmospheric city skyline with appropriate haze and color grading to match the sunset.",
"Completely overhaul character models to be significantly more detailed, with realistic proportions, clothing, and animation, to match the quality of the target scene."
]
}
}
}
}
}
@@ -0,0 +1,86 @@
# Realism report: `docs/screens/realism/2026-11-01-v2`
Vision judge: `google/gemini-2.5-flash-lite` (scores 0-10, higher is more realistic compared with the concept target).
| set | shot | target | gap ↓ | edges | detail | contrast | overall | lighting | materials | texture | backdrop |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| baseline | boulevard_day | boulevard_skyline_day | 0.036 | 20.75 | 8.2 | 49.63 | 2.0 | 3.0 | 2.0 | 1.0 | 4.0 |
| baseline | boulevard_night | hollywood_entrance_rain_night | 1.231 | 21.77 | 8.45 | 50.38 | 1.0 | 2.0 | 1.0 | 1.0 | 2.0 |
| baseline | entrance_day | hollywood_entrance_morning | 0.308 | 26.19 | 9.27 | 56.39 | 2.0 | 3.0 | 2.0 | 2.0 | 3.0 |
| baseline | street_day | boulevard_skyline_day | 0.307 | 12.44 | 5.32 | 41.37 | 1.0 | 2.0 | 1.0 | 1.0 | 2.0 |
| baseline | street_night | boulevard_skyline_dusk | 0.337 | 11.94 | 5.35 | 48.34 | 2.0 | 3.0 | 2.0 | 1.0 | 2.0 |
| candidate | boulevard_day | boulevard_skyline_day | 0.113 | 20.67 | 7.8 | 42.49 | 2.0 | 3.0 | 2.0 | 2.0 | 5.0 |
| candidate | boulevard_night | hollywood_entrance_rain_night | 1.073 | 20.67 | 7.86 | 46.43 | 1.0 | 2.0 | 1.0 | 1.0 | 3.0 |
| candidate | entrance_day | hollywood_entrance_morning | 0.303 | 24.54 | 8.92 | 52.41 | 2.0 | 3.0 | 2.0 | 2.0 | 3.0 |
| candidate | street_day | boulevard_skyline_day | 0.326 | 14.54 | 5.32 | 36.3 | 1.0 | 2.0 | 1.0 | 1.0 | 3.0 |
| candidate | street_night | boulevard_skyline_dusk | 0.495 | 16.12 | 6.06 | 48.36 | 2.0 | 3.0 | 2.0 | 2.0 | 4.0 |
**baseline / boulevard_day** fixes:
- Improve the lighting model to include more realistic global illumination and soft shadows. The current lighting is too flat and harsh.
- Replace the current low-polygon character models with more detailed and anatomically correct models. Add variations in clothing and appearance.
- Increase the texture resolution and detail on all surfaces, especially buildings, roads, and foliage. Implement normal maps and specular maps for greater realism.
- Enhance the backdrop by adding more detailed building models in the distance, atmospheric perspective (haze), and a more nuanced skybox.
- Refine the material properties of all objects to better simulate real-world materials. This includes adjusting reflectivity, roughness, and subsurface scattering where appropriate.
**baseline / boulevard_night** fixes:
- Improve lighting to match the dramatic, atmospheric, and volumetric lighting of the target image, focusing on warm, directional light from the marquee and streetlamp, and realistic reflections on wet surfaces.
- Significantly upgrade material shaders to achieve realistic PBR (Physically Based Rendering) properties, especially for brick, asphalt, glass, and metal, to mimic the specular highlights, subsurface scattering, and roughness of the target.
- Increase texture resolution and detail for all surfaces, particularly the brickwork, sidewalk, and building facades, to match the fine-grained realism of the target.
- Redesign character models with higher polygon counts, more detailed textures, and realistic clothing and facial features to match the stylized but grounded look of the target's lone figure.
- Enhance the backdrop by adding atmospheric effects like fog, rain, and distant city lights, and refine the building models to have more architectural detail and variation, similar to the target's moody urban environment.
**baseline / entrance_day** fixes:
- Improve brick texture and material to match the target's depth and variation.
- Add more detailed and varied foliage, especially for the trees and bushes, to match the target's organic look.
- Enhance lighting to create softer shadows, more atmospheric haze, and warmer tones, particularly around the building entrance and street.
- Refine building details, such as window frames, signage, and architectural elements, to increase realism.
- Introduce subtle imperfections and wear on surfaces like the sidewalk and building facade to mimic real-world aging.
**baseline / street_day** fixes:
- Improve lighting to match the warm, directional sunlight and soft shadows of the target. Add volumetric fog for atmospheric perspective.
- Replace flat, untextured building models with detailed geometry and realistic materials (concrete, glass, metal).
- Add high-resolution textures to all surfaces, especially the road, sidewalk, and buildings, to mimic the detail in the target.
- Model a more detailed and varied cityscape for the backdrop, including buildings with distinct architectural styles and realistic lighting.
- Redesign character models to be more anatomically correct and have realistic clothing textures and animations.
**baseline / street_night** fixes:
- Improve lighting to match the dramatic sunset and neon glow of the target image, focusing on volumetric lighting and bloom effects.
- Enhance material properties for buildings, road, and car to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and specularity.
- Increase texture resolution and detail on all surfaces, especially the road and building facades, to mimic the fine grain and imperfections seen in the target.
- Redesign the backdrop to include a more detailed and atmospheric skyline with realistic haze and a richer sunset color gradient.
- Replace the current character models with more detailed and realistically proportioned characters that fit the urban environment.
**candidate / boulevard_day** fixes:
- Improve road and sidewalk materials to have more realistic specular highlights and surface imperfections.
- Increase texture resolution and detail on buildings, especially the brickwork, to match the target's fidelity.
- Replace stylized character models with realistic human models that have appropriate proportions and clothing.
- Enhance lighting to create softer shadows, more realistic ambient occlusion, and better global illumination, especially around the streetlights and building facades.
- Add atmospheric perspective and volumetric fog to the distant cityscape to create a more convincing sense of depth and distance haze.
**candidate / boulevard_night** fixes:
- Improve lighting to create atmospheric mood, with strong contrast and volumetric effects like fog/rain.
- Enhance material properties for realism: add specular highlights, subsurface scattering for skin, and more detailed surface imperfections.
- Increase texture resolution and detail, especially on buildings, pavement, and clothing, to match the target's gritty realism.
- Redesign characters to have more realistic proportions, clothing, and facial features, and animate them with more natural movement.
- Develop a more detailed and atmospheric backdrop, including realistic city buildings, distant haze, and appropriate weather effects.
**candidate / entrance_day** fixes:
- Improve brick texture and material to add more variation, grime, and imperfections.
- Enhance lighting to create softer shadows, more atmospheric haze, and realistic light falloff.
- Add more detail and variation to the building facade, including window frames, signage, and architectural elements.
- Replace low-poly trees and bushes with more detailed and realistic foliage models.
- Refine character models to match the realistic style of the target image, focusing on proportions, clothing, and facial features.
**candidate / street_day** fixes:
- Improve road and sidewalk materials to have more realistic specular highlights and surface imperfections.
- Add significant detail to the car models, including realistic reflections, panel gaps, and tire textures.
- Implement volumetric fog and atmospheric scattering to create a more convincing sense of depth and haze in the backdrop.
- Replace the placeholder character with a detailed, realistically lit 3D model that matches the environment's style.
- Enhance the lighting model to include softer shadows, more accurate ambient occlusion, and realistic light bounce.
**candidate / street_night** fixes:
- Improve lighting to match the dramatic, atmospheric sunset and neon glow of the target image. Add volumetric fog and bloom effects.
- Significantly enhance material properties for buildings, road, and vehicles to achieve a more realistic PBR (Physically Based Rendering) look, with appropriate reflections and surface imperfections.
- Increase texture resolution and detail on all surfaces, especially buildings and the road, to match the crispness and complexity of the target.
- Redesign the backdrop to include a more detailed and atmospheric city skyline with appropriate haze and color grading to match the sunset.
- Completely overhaul character models to be significantly more detailed, with realistic proportions, clothing, and animation, to match the quality of the target scene.
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