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zwitschi ad14410337 Expand the photo-driven Gaussian splatting map plan
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2026-11-03 09:07:07 +01:00
zwitschi 876fb59882 Add unversioned local map development section 2026-11-03 09:01:46 +01:00
zwitschi 979c6ad789 Make character development an unversioned TODO section 2026-11-03 08:24:55 +01:00
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@@ -24,7 +24,7 @@ not embed third-party models or purchased asset packs.
### Development-only research previews
Two review sheets under `docs/blender_previews/` compare source candidates for
the post-0.10.0 NPC variety work. They are development documentation and are not
the future NPC variety work. They are development documentation and are not
bundled with the game or its release packages. The underlying source models are
kept outside version control.
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@@ -4,13 +4,22 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Decisions
- **Gaussian splatting / photo-derived maps (unversioned local track):** expanded in
`TODO.md` "Gaussian splatting evaluation". Accepted photo channels are team captures,
permissioned user/volunteer photos and clearly licensed downloads; every set needs a
provenance/consent sidecar. Sparse web photos are reference/training supplements, not a splat
source. Five enhancement paths are ranked (reference/QA, texture bake, mesh proxy, distant
backdrop, single-facade user-photo supplement). Splats stay offline/development-only until the
ADR proves licence, privacy, Godot Compatibility/Web cost and mesh-based collision; no runtime
splat dependency in 0.10.0.
- **NPC model variety decision (2026-11-03, ADR-0015):** CC0 is acceptable for shipped
assets; CC-BY only with attribution in `CREDITS.md`; no service assets with redistribution
restrictions. The **procedural generator is the primary path**. Four crowd-variety specs were
prototyped with the existing builder (`npc_crowd_a` bun/slim/sunglasses, `npc_crowd_b`
bald/broad/beard/shoulder bag, `npc_crowd_c` coat/umbrella, `npc_crowd_d` hood/cup); all audit
clean at 4,550–5,258 tris / 4,356–5,086 verts. Prototype assets stay in
`tmp/npc-research/generator_proto/`; do not add them to the 0.10.0 release candidate.
`tmp/npc-research/generator_proto/`; do not add them to the current release candidate.
**Quaternius is a reference, not a shipped base:** welding brings `Casual_Hoodie` from 12,518
to 3,199 verts and a 0.75 decimate to 2,423 verts / 4,654 tris, and its Idle/Walk clips read
well, but the T-pose 62-bone realistic rig/proportions do not match the arm-down 13-bone
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@@ -42,7 +42,7 @@ release-candidate foundation, not yet a 0.10.0 release candidate.
| QA/CI | Headless suite, smokes, screenshot compare, 21/21 judge | Release-candidate smoke matrix, final gallery and release dry run | Regressions escape the release gate | 0.9.6 / 0.10.0 |
| Release/legal | Unsigned desktop/macOS builds, Web/HQ packages | Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review | Public release blocked by trust/policy | 0.10.0 |
| Documentation | Architecture/ADR/status/roadmap ownership established | Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page | Docs drift at launch | 0.9.6 / 0.10.0 |
| Future 0.x | Stable 0.x feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before release | 0.11.0+ |
| Future 0.x | Stable 0.x feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before release | Unscheduled |
**Current priority:** map optimization, the **pre-build NPC revisit**, the
**0.9.3 UI polish**, **0.9.4 NPC visual optimization**, **0.9.5 texture
@@ -200,15 +200,15 @@ verify every distribution path. This is the next minor release after the 0.9.x p
- [ ] Exit: the release candidate is content-locked, externally played, legally reviewed,
documented, reproducibly built, and approved as the 0.10.0 release candidate.
## Milestone 0.11.0 — NPC model variety
## Character development
Goal: break the eight-character clone effect with four licence-cleared crowd-variety looks while
keeping the frozen `npc_base` bone, tint-slot and gear-attach contract. The procedural generator is
the primary path; Quaternius is a reviewed reference and MakeHuman is deferred to a separate local
development pipeline. Start only after the 0.10.0 release candidate is published; this milestone
must not delay the release.
development pipeline. Start only after the current release candidate is published; this work must
not delay the release.
### 0.11.1 Source review and decision
### Source review and decision
- [x] Research free/open-source character sources and evaluate at least three downloads against
the existing Blender contract. (Measured Quaternius CC0, Kenney CC0, Khronos
@@ -228,19 +228,19 @@ must not delay the release.
`docs/blender_previews/sheet_npc_sources_research.jpg` with Cesium CC-BY attribution;
the project-owned crowd prototype sheet is also committed.)
### 0.11.2 Intake and validation
### Intake and validation
- [ ] Add a Blender `inspect` path that imports a GLB, applies node transforms, reports
tris/verts, bounds, bones, materials, UVs and skinning, and lists contract failures.
- [ ] Add an `adapt` path for future external assets: scale/ground, weld seams, decimate, map the
five tint slots, and either rebuild the contract armature or record an explicit second-rig
contract. The Quaternius prototype showed that a contract rebuild needs a proportion warp,
so this is not on the 0.11.0 critical path.
so this is not on the character-development critical path.
- [ ] Keep `tools/blender_assets.py audit` as the single final gate; add a regression test for the
intake report/adaptation using a deterministic synthetic or licence-cleared fixture.
- [ ] Document the adapter commands and the go/no-go checks in `docs/asset-tooling.md`.
### 0.11.3 One-character prototype
### Quaternius prototype
- [x] Prototype one Quaternius CC0 variant: weld/decimate to budget and capture Idle/Walk
renders. (12,518 imported verts -> 3,199 after weld -> 2,423 / 4,654 tris after a 0.75
@@ -250,10 +250,10 @@ must not delay the release.
proportions and gear fit. (No-go for a contract rebuild: T-pose 62-bone realistic rig,
~0.96 m hip, ~1.68 m arm span and ~0.153 m shoulder joint do not match the arm-down
13-bone contract. Keep as reference; a second rig/animation path needs its own ADR.)
- [x] Make a go/no-go decision on Option B. (No-go for 0.11.0; proceed with the procedural
- [x] Make a go/no-go decision on Option B. (No-go for the current pass; proceed with the procedural
generator and keep Quaternius as a visual/style reference.)
### 0.11.4 Roster and runtime
### Roster and runtime
- [x] Approve four crowd-variety looks (build, head silhouette, hair/beard, outer layer and
accessory; no clothing that labels the NPC's behaviour). (`npc_crowd_a` bun/slim/sunglasses,
@@ -261,13 +261,13 @@ must not delay the release.
hood/cup; prototype sheet committed.)
- [ ] Add the four approved specs to `CHARACTERS`, build and commit their GLBs/AO maps, and
update the manifest with roles and tint data. (Prototype assets are local under `tmp/`;
do not add them to the 0.10.0 release candidate.)
do not add them to the current release candidate.)
- [ ] Replace the fixed `character_model_for()` mapping with deterministic per-role pools and add
tests for repeatability and duplicate avoidance.
- [ ] Rebuild and verify gear fit for every new variant (`blender_assets.py fit` plus the runtime
gear checks).
### 0.11.5 QA and release
### QA and release
- [ ] Run the 24-NPC budget smoke, portrait baseline, gear fit, headless suite and a release build
with the expanded library.
@@ -276,7 +276,7 @@ must not delay the release.
- [ ] Exit: a reviewed 12-character library passes contract audit, portrait/gear acceptance,
the 24-NPC budget and licence/provenance review without changing the runtime contract.
### 0.11.6 Deferred MakeHuman local pipeline
### Deferred MakeHuman local pipeline
- [x] Evaluate the MakeHuman CC0 base mesh for a later separate local development pipeline.
(19,158 verts / 36,972 tris; scaled to 1.82 m; decimate 0.35 -> 3,780 verts / 6,468 tris;
@@ -286,6 +286,152 @@ must not delay the release.
yes, prototype the local MPFB/MakeHuman pipeline outside the repo and commit only the final
CC0-derived assets with provenance.
## Local map development
Goal: build a local, data-backed map pipeline that can replace or supplement the stylized venue
geometry with licensed OpenStreetMap footprints, 3D building massing, reference-derived photoreal
facades and AI-assisted composition. This is an unversioned development track, not a release gate.
### Data, licensing and scope
- [ ] Define the first target block and whether the result replaces, supplements or only informs
the current stylized venue specs (`docs/hollywood-boulevard-map.md`,
`docs/joke-shop-map.md`).
- [ ] Audit OpenStreetMap's ODbL attribution/share-alike obligations and decide whether derived
geometry ships, stays development-only, or needs a separate data layer.
- [ ] Choose an offline OSM extract workflow (Overpass/Geofabrik) and pin the extract date and
query so the map build is reproducible.
- [ ] Evaluate licence-compatible 3D building datasets (OSM Buildings, Overture, CityGML/LOD1–2
or local authority data); record coverage, accuracy, format and redistribution terms.
- [ ] Add a provenance sidecar for every map source and derived asset, including source URL,
licence, capture/extract date and attribution text.
### Reference imagery
- [ ] Write a reference shot list per block: facade materials, windows, signage, rooflines,
street furniture, curb cuts and lighting.
- [ ] Download and catalogue reference images from Wikimedia Commons, local/own photography or
other clearly licensed sources; record author, licence and attribution. Do not use
unlicensed Street View or scraped commercial imagery.
- [ ] Separate development-only references from shipped textures; commit only images with clear
redistribution rights and keep the rest under `tmp/` or the ignored reference folders.
- [ ] Define the photoreal target and a material-derivation workflow (albedo/normal/roughness,
AO, weathering) that matches the existing Compatibility renderer.
### Geometry and AI-assisted composing
- [ ] Prototype OSM footprint import into Blender at game scale and orientation, then compare it
against the current venue footprint/collider layout.
- [ ] Import 3D building massing for the target block, clean the topology and assign LOD bands;
do not import unbounded city-scale meshes into the runtime.
- [ ] Build a reusable photoreal facade kit (window bays, cornices, storefronts, awnings, signage)
so buildings share materials and stay inside the venue triangle/material budgets.
- [ ] Add an AI-assisted composition step for palette, facade rhythm and reference boards; record
the model, prompt and output, and keep human review as the acceptance gate. AI output must
not be treated as licensed map data or shipped without provenance.
- [ ] Integrate the result behind `WorldBuilder.VENUE_SPECS` with colliders, navigation obstacles,
occlusion and the existing day/night materials.
### Gaussian splatting evaluation: photo intake and provenance
Gaussian splatting is evaluated as a photo-driven pipeline: licensed or permissioned photos
become a reference, texture source, mesh proxy or distant backdrop. It is an unversioned local
track with no runtime dependency or release gate until the ADR closes it, and it extends the
reference-image licence and privacy gates above rather than replacing them.
- [ ] Define the accepted photo channels: project/team captures, volunteer or user-supplied
photos with written permission, and downloaded images from clearly licensed archives
(Wikimedia Commons, Openverse, Mapillary and similar). Record which channel produced
each reconstruction.
- [ ] Write a one-page capture brief for user-supplied photos: overlapping arc or orbit around
the facade, 60–80% view overlap, 12 MP+ originals, fixed exposure/white balance, HDR and
filters off, no motion blur, no people or plates in frame where avoidable, overcast or
even light, and the facade height/doors/steps included in several frames.
- [ ] Build an intake checklist and provenance sidecar per photo set: contributor, consent or
property permission, licence and attribution text, source URL, capture date, camera/lens,
location, faces/plates/interiors present, redactions applied, file hashes and whether the
set is shipped or development-only.
- [ ] Set the licence gate: own photos need an explicit contributor licence; CC0/CC BY are
preferred; CC BY-SA triggers a share-alike review for derived textures and meshes; reject
Street View, social-media scrapes, unlicensed commercial imagery and AI-upscaled copies of
unknown originals. Attribution must be feasible in `CREDITS.md` before use.
- [ ] Set the privacy gate: blur or remove faces, minors, licence plates, screens, private
interiors and anything behind a closed door; obtain property permission where required;
keep a redacted copy as the reconstruction input and never commit the originals.
- [ ] Treat downloaded photo sets as sparse and of unknown intrinsics. Use them for reference,
palette and texture study, or as extra training views; do not expect a usable splat from
10–30 casual web photos of a facade.
- [ ] Keep photos, masks, COLMAP databases, checkpoints and splats outside git; commit only
derived, licensed, provenance-stamped assets that pass the review gate.
### Gaussian splatting: reconstruction and alignment
- [ ] Pin a reproducible offline toolchain (for example COLMAP or GLOMAP for camera poses plus
gsplat, OpenSplat, Nerfstudio or Brush for training), with exact versions, GPU/VRAM/disk
needs and known failure modes recorded in the sidecar.
- [ ] Reconstruct two quality tiers: a dense 100–400-photo arc/orbit capture and a sparse
10–30-photo downloaded set. Record camera-registration rate, training time, splat count,
file size and held-out PSNR/SSIM/LPIPS for both.
- [ ] Mask sky, people, vehicles and moving foliage before training; verify the masks do not
erase facade edges, signage or window detail, and keep the redacted input variant.
- [ ] Align the splat to game coordinates from the OSM footprint plus surveyed points (door
width, column spacing, step rise, storefront height) and record alignment residuals in a
Blender scene containing both the splat and the current venue geometry.
- [ ] Judge quality from held-out views and a render from the game’s day/night camera poses,
not from training views alone; reject splats that only look correct from the capture path.
- [ ] Maintain a coverage map per block: which facades, corners and rooflines have usable views,
and which areas must fall back to the facade kit or stylized geometry.
### Gaussian splatting: map enhancement paths
- [ ] **Path A — Reference and QA (lowest risk):** render the splat from game camera poses and
compare it with the realism captures; derive dimensions, signage placement, facade rhythm
and material colours. No splat data reaches the runtime.
- [ ] **Path B — Texture derivation:** project splat renders onto the facade kit to produce
albedo, normal, roughness and AO candidates; de-light and bake them, then verify UV scale,
tiling and readability under the Compatibility renderer.
- [ ] **Path C — Mesh proxy:** extract a mesh from the splat or dense reconstruction, retopo and
dress it in Blender, assign LODs, and keep it inside the venue triangle/material budgets
with mesh-based colliders and navigation.
- [ ] **Path D — Distant backdrop:** test a baked panorama, impostor or billboard generated from
the splat for skyline and opposite-street depth where the player cannot walk; measure file
size, loading and visible pop at the venue boundary.
- [ ] **Path E — User-photo supplement:** let a small supplied photo set improve one facade or
landmark (a signage patch, colour reference or hero detail) without rebuilding the venue;
define the minimum evidence and the same licence/privacy/review gate as a full capture.
- [ ] For every path record quality gain versus effort, licence compatibility of the derived
output, and whether the result may ship or stays development-only. Prefer the cheapest
path that closes the visible gap.
### Gaussian splatting: runtime evaluation and decision
- [ ] Probe Godot 4.7.2 Compatibility and Web support for splat rendering in a throwaway scene:
addon or importer availability, shader/sort cost, memory, load time and fallback behaviour.
Do not add a splat dependency to the release project during evaluation.
- [ ] Set hard limits before any runtime experiment: maximum per-splat file size and total
memory, allowed frame-time delta on the 24-NPC budget scene, acceptable Web load time, and
no compute-shader requirement for the Compatibility/Web path.
- [ ] Keep collision and navigation mesh-based even if a splat is displayed; a splat must never
become the playable floor or the access/occlusion authority.
- [ ] Write the ADR with a per-path go/no-go, the accepted licence/provenance rules, whether each
result ships or stays development-only, rejected alternatives and the evidence bundle.
- [ ] Exit: one licensed photo capture measurably improves a venue through a documented path and
passes visual, performance and provenance review; or the approach is rejected with
reproducible findings and removed from the release path.
### QA and exit
- [ ] Compare the data-backed block against the existing screenshots and map documentation; keep
the stylized fallback available.
- [ ] Run the venue triangle/mesh budget, navigation and collider checks, plus day/night capture
comparisons.
- [ ] Update `docs/architecture.md`, the venue map documents, `docs/asset-tooling.md`,
`docs/development-status.md` and `CHANGELOG.md` when the pipeline ships or a source is
rejected.
- [ ] Exit: one local block is reconstructed from licensed data with reference-derived photoreal
facades, passes performance/navigation/visual QA and has complete provenance; or the
pipeline is rejected with the findings recorded.
## Future 0.x / non-blocking candidates
- [ ] Live 3D body-camera replay.
@@ -302,6 +448,11 @@ must not delay the release.
- Godot version changes can alter lighting/imports; do not combine an engine baseline move with a
content/feature milestone.
- Signed macOS builds and legal/AI provenance are release blockers, not polish.
- Photo-derived map assets add a second provenance risk: downloaded or user-supplied photos can
carry unclear licences, identifiable people, plates and property restrictions. No photo or
splat-derived asset ships without a completed sidecar, consent/licence review and redaction.
- Gaussian-splat training is GPU/disk-heavy and the toolchain churns quickly; keep it offline,
version-pinned and outside CI, and never make a runtime splat renderer a release dependency.
- Keep the de-escalation-first rules and rare-emergency design unchanged while adding progression,
difficulty and feedback.
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@@ -13,7 +13,7 @@ This folder holds the project documentation, visual references and generated QA
- [`asset-tooling.md`](asset-tooling.md) — image/model pipelines and screenshot gates
- [`npc-visual-review.md`](npc-visual-review.md) — NPC visual baseline, acceptance criteria and ranked gaps
- [`npc-proportion-audit.md`](npc-proportion-audit.md) — NPC proportion ratios and stylized guide results
- [`npc-model-sourcing.md`](npc-model-sourcing.md) — free/open-source character sources, contract evaluation and the 0.11.0 expansion plan
- [`npc-model-sourcing.md`](npc-model-sourcing.md) — free/open-source character sources, contract evaluation and the character-development plan
- [`development-status.md`](development-status.md) — implemented features and current gaps
- [`accessibility.md`](accessibility.md) — accessibility statement and known gaps
- [`known-limitations.md`](known-limitations.md) — release-candidate blockers and accepted limits
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@@ -1,6 +1,6 @@
# ADR-0015: NPC model variety sourcing
- **Status:** Accepted (post-0.10.0 planning)
- **Status:** Accepted (planning)
- **Date:** 2026-11-03
## Context
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@@ -183,7 +183,8 @@ output directory. All four audit clean and stay inside the character budget:
They vary build, head silhouette, hair/beard and outer layer while keeping the
existing face language. They are **not in the shipped catalogue**; production
integration belongs to milestone 0.11.4 after the 0.10.0 release candidate.
integration belongs to the roster/runtime work under the unversioned `Character
development` section, after the current release candidate.
Preview: [`blender_previews/sheet_npc_crowd_prototypes.jpg`](blender_previews/sheet_npc_crowd_prototypes.jpg).
@@ -209,7 +210,7 @@ The boundary for that future work is:
- Only the final CC0-derived GLB and its provenance note are committed. The
application code and any non-CC0 assets stay outside the repository.
This is deferred; it is not part of the 0.11.0 crowd-variety work.
This is deferred; it is not part of the current crowd-variety work.
## Provisional NPC roster
@@ -232,13 +233,13 @@ guests, trespassers and threats is the template.
## Implementation plan
The actionable tasks live in `TODO.md` under milestone 0.11.0. The workstreams
The actionable tasks live in `TODO.md` under the `Character development` section. The workstreams
are:
1. **Decision and licence gate.** Complete: ADR-0015, the CC0/CC-BY rule and the
committed preview sheets.
2. **Generator crowd variants.** Complete as a prototype (four specs, clean
audit, review sheet). Production integration is pending the 0.10.0 release.
audit, review sheet). Production integration is pending the current release candidate.
3. **Quaternius intake.** The contract-retarget prototype is a no-go. Keep the
source as a reference; a second-rig/animation path would need its own ADR.
4. **Roster build and runtime.** Add the four approved specs to `CHARACTERS`,