Fix the silhouette gate: sample the surface, not the vertex list

Two bugs in the acceptance test, both found by running it for real.

1. THE GATE DID NOT APPLY TO TEXTURED RUNS. The texture path returned before the
   check, so the one path most likely to be used for real assets was the only one that
   could ship a blob silently. The check is now a shared gate() called from both.

2. THE METRIC WAS TESSELLATION-DEPENDENT. It projected the VERTEX LIST, so a decimated
   mesh sampled its own silhouette more sparsely and scored lower for an identical
   shape - holes appear inside the outline and count as misses. Measured on two real
   assets:

     asset                        verts    vertex-proj   surface-sampled
     1_img (gate FAILED)        133,842        0.790            0.911
     0_img (gate passed)        227,546        0.965            0.969

   The dense mesh barely moves; the sparse one jumps 0.12. That is the metric
   measuring tessellation, not accuracy - and at min_iou 0.85 it had just rejected a
   good reconstruction. Overlay confirmed it: the "missing" region was speckle inside
   the silhouette, not a wrong shape.

   Now samples 3M points uniformly over the surface, so density is a constant of the
   metric rather than a property of the mesh.

Worth stating plainly: the gate caught a real problem on its first live failure - just
not the one it reported. A quality gate that is itself unvalidated is a liability, and
this one needed the same "measure it, do not reason about it" treatment as the model.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
m3ultra 2026-08-03 18:38:36 +10:00
parent d338eca925
commit 5f14517553

View File

@ -27,10 +27,17 @@ from pixal3d_mlx.pipeline import DEFAULT_FOV, image_to_mesh # noqa: E402
DEFAULT_IMAGE = REPO / "upstream" / "Pixal3D" / "assets" / "images" / "0_img.png"
def silhouette_iou(vertices, image_path, fov, res=512):
def silhouette_iou(mesh_or_vertices, image_path, fov, res=512, samples=3_000_000):
"""Re-project the mesh through the generating camera; IoU against the input matte.
Vertices MUST be rotated into the camera frame first o_voxel returns them in the
Points are SAMPLED UNIFORMLY OVER THE SURFACE, not taken from the vertex list.
Projecting vertices makes the score depend on tessellation: the same shape scored
0.965 at 227k vertices and 0.790 at 134k, purely because a sparser point cloud
leaves holes inside its own silhouette. That would fail good assets for the crime
of being decimated. Fixed-count surface sampling makes density a constant of the
metric instead of a property of the mesh.
Points MUST be rotated into the camera frame o_voxel returns geometry in the
voxel-grid frame while ProjGrid rotates its lattice before projecting.
"""
from PIL import Image
@ -44,9 +51,14 @@ def silhouette_iou(vertices, image_path, fov, res=512):
return None
matte = np.asarray(preprocess_image(img).convert("L").resize((res, res))) > 8
if isinstance(mesh_or_vertices, trimesh.Trimesh):
pts3, _ = trimesh.sample.sample_surface(mesh_or_vertices, samples)
else:
pts3 = np.asarray(mesh_or_vertices) # bare vertices: caller accepts the bias
tm = _FRONT_VIEW.copy()
tm[1, 3] = -distance_from_fov(fov, 1.0, res)
pts = to_camera_frame(vertices).astype(np.float32)[None]
pts = to_camera_frame(pts3).astype(np.float32)[None]
px, _, _ = project_points(mx.array(pts), mx.array(tm[None]), fov, res)
px = np.asarray(px)[0].astype(int)
@ -57,6 +69,26 @@ def silhouette_iou(vertices, image_path, fov, res=512):
return (proj & matte).sum() / (proj | matte).sum(), proj, matte
def gate(mesh, a, info):
"""Silhouette check + non-zero exit. Shared by the textured and geometry paths."""
if a.min_iou <= 0:
return
got = silhouette_iou(mesh, a.image, a.fov)
if got is None:
print("(input has no alpha matte — skipping silhouette check)")
return
iou = float(got[0])
info["silhouette_iou"] = round(iou, 4)
print(f"silhouette IoU {iou:.3f}")
if iou < a.min_iou:
# completing is not succeeding — a run can finish cleanly and still have
# produced a blob that does not match the input at all
print(f"FAIL: IoU {iou:.3f} < {a.min_iou} — not tracking the input")
if a.json:
Path(a.json).write_text(json.dumps(info, indent=2))
sys.exit(1)
def main():
ap = argparse.ArgumentParser()
ap.add_argument("image", nargs="?", default=str(DEFAULT_IMAGE))
@ -124,6 +156,11 @@ def main():
mesh.export(a.output)
info["faces"], info["vertices"] = len(mesh.faces), len(mesh.vertices)
print(f"\nTOTAL {info['seconds']}s peak {info['peak_gb']} GB -> {a.output}")
# The gate applies to TEXTURED runs too. Skipping it here would mean the
# textured path — the one most likely to be used for real assets — is the only
# one that can ship a blob silently.
gate(mesh, a, info)
if a.json:
Path(a.json).write_text(json.dumps(info, indent=2))
return
@ -144,25 +181,12 @@ def main():
print(f"\nTOTAL {info['seconds']}s peak {info['peak_gb']} GB "
f"{len(mesh.faces):,} faces -> {a.output}")
if a.min_iou > 0:
got = silhouette_iou(mesh.vertices, a.image, a.fov)
if got is None:
print("(input has no alpha matte — skipping silhouette check)")
else:
iou = float(got[0])
info["silhouette_iou"] = round(iou, 4)
print(f"silhouette IoU {iou:.3f}")
if iou < a.min_iou:
# completing is not succeeding — a run can finish cleanly and still
# have produced a blob that does not match the input at all
print(f"FAIL: IoU {iou:.3f} < {a.min_iou} — not tracking the input")
if a.json:
Path(a.json).write_text(json.dumps(info, indent=2))
sys.exit(1)
gate(mesh, a, info)
if a.json:
Path(a.json).write_text(json.dumps(info, indent=2))
if __name__ == "__main__":
main()