Files
security-game/docs/screens/realism/2026-11-01-gear/report.md
T
zwitschi 151630e957 Recapture the gear portrait and gallery shots
Fix the portrait staging: face the rig toward the camera (the old yaw was 180
degrees out) and hide the focus disc, which was covering the face in close-ups.
Add the before/after Influencer portrait, fit measurements and judge scores in
docs/screens/realism/2026-11-01-gear. Re-run check_screenshots (11 good/0 bad);
headless 229/229.
2026-11-01 18:09:50 +01:00

3.6 KiB
Raw Blame History

Gear fit report: docs/screens/realism/2026-11-01-gear

Influencer (npc_coat) portrait, forced with --portrait-type=2, before the gear-fit changes (da876e3, with the capture yaw/focus fixes backported) and after them (a478bfb). Both frames use the same camera, sun and portrait staging. The focus disc is hidden because it is a gameplay overlay, not part of the character still.

measurement before after
sunglasses width 0.282 m (0.90× head) 0.202 m (0.64× head)
bag body inner face 0.168 m (coat skirt 0.225, dress 0.260) 0.262 m (clears both)
firefighter helmet brim sat on the brow ridge raised 2 cm

Capture commands:

xvfb-run -a godot --path . --script res://src/test/capture_realism.gd -- \
  --stages=portrait --portrait-type=2 \
  --out=res://docs/screens/realism/2026-11-01-gear/candidate-v2
tools/check_screenshots.sh   # 11 good / 0 bad
python3 tools/scene_concepts.py realism \
  --run docs/screens/realism/2026-11-01-gear --judge

The judge improved the portrait from overall 2 / characters 1 (baseline) to overall 3 / characters 2 (candidate); the remaining fixes are the broader realism targets (skin/cloth shaders, GI, backdrop haze), not gear fit.

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 npc_portrait npc_portrait_day 1.093 24.42 9.88 43.77 2.0 3.0 2.0 1.0 4.0
candidate npc_portrait npc_portrait_day 1.094 24.43 9.89 43.74 3.0 4.0 3.0 2.0 5.0

Mean scores per set (all captured shots):

set shots gap ↓ overall lighting materials texture_detail backdrop characters
baseline 1 1.093 2.0 3.0 2.0 1.0 4.0 1.0
candidate 1 1.094 3.0 4.0 3.0 2.0 5.0 2.0

baseline / npc_portrait fixes:

  • Improve character model realism with more detailed facial features, realistic skin shaders, and better clothing textures.
  • Enhance material properties for all objects, especially the brick building and pavement, to better simulate real-world reflectivity, roughness, and subsurface scattering.
  • Increase texture resolution and detail for all assets, particularly for the brickwork, pavement, and character clothing, to reduce the appearance of tiling and blurriness.
  • Refine lighting to match the warm, directional sunlight and soft shadows of the target image, paying attention to ambient occlusion and global illumination.
  • Add atmospheric perspective and volumetric fog to the backdrop to create a sense of depth and distance, mimicking the haze seen in the target image.

candidate / npc_portrait fixes:

  • Improve character model realism with more detailed facial features, realistic skin shaders, and better hair simulation.
  • Enhance material properties for clothing, pavement, and buildings to include subsurface scattering, anisotropic reflections, and more varied roughness maps.
  • Increase texture resolution and add micro-detail (e.g., pores, fabric weave, concrete imperfections) to all surfaces.
  • Implement more sophisticated global illumination and atmospheric scattering for a softer, more realistic lighting and haze effect.
  • Refine the backdrop by adding more complex building geometry, varied foliage, and realistic distant city details with appropriate atmospheric perspective.