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update voxelizations of celadon diner stools and tables. Update square table voxelization in celadon mansion. Update mansion computer desks
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@@ -61,6 +61,10 @@ cues generalize:
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| Band containing window/door frames | Vertical facade | Straight extrusion |
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| Full-width band with a black underline sitting above an inset band | Ledge / awning overhang | Extrusion + protrusion |
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| Dark `#555` runs beside a facade under a taper | Shadow on the wall beneath an eave | Leave as wall — the geometry above produces the shadow's meaning |
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| Scattered light shapes on a dark field, bracketed by TWO full-width black rims, shallow band below the lower rim | The **inside of an open container** seen from above, with contents lying in it | Hollow tray: walls to the rims, floor slab, air between — never an extrusion |
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| Ellipse drawn wider than tall (e.g. 9x5) | A horizontal circle seen from above — a mouth, a lid, a pot rim | Cut face of a round hull; the aspect ratio is the proof of the top view |
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| Arcs above/below a round object's straight flanks, lowest point at the centre column, often a 1px #555 halo outside | The SAME circles seen curving — ground contact and mouth back-edge, i.e. depth, not narrowing | Strip them from the revolve; run the last body row's disc to the floor |
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| A side band shearing sideways as it descends (¾-view) | The projection sliding a receding wall, not the wall's position | Un-project: the wall goes where the plan says |
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The band table for Red's house, which Blue's house shares verbatim:
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@@ -156,9 +160,12 @@ Tooling: `voxel_build_verify.py` (builds, asserts, renders previews).
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1. Obtain the sprite; sample to native resolution via block centers.
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2. Extract palette + silhouette (light-only flood fill, threshold 130);
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review the ASCII mask.
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3. Segment rows into bands using the Stage-2 cues; write the band table
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before writing any geometry code.
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review the ASCII mask — rendered large, not hand-counted.
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3. Name the real object first (including whether it is hollow, round or
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thin — see "Beyond the house"), then segment rows into bands using the
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Stage-2 cues; write the band table as prose, one line per row range
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with where each band lands, before writing any geometry code. The
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correct reading makes the row arithmetic land exactly.
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4. Measure taper rates from the mask; derive `T(x)`, `YTOP`, overhangs, `D`.
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5. Build: extrude verticals (de-outlined interiors) → ledges → recesses →
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flat top (mid-row cycling) → sloped solids (overwrite, then trim) →
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@@ -214,3 +221,75 @@ right for the raw GB palette but comes out white once the atlas is
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recoloured, turning every sloped end into a black-and-white zip. The
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drawing's own eave is black / `#555` / black, and using that reads correctly
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under every palette.
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## Beyond the house: the forms later objects added
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The house is all solid masses — every band either lies flat or extrudes.
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Later objects forced the taxonomy open, and each addition came from the
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same root move: **name the real 3D form first, then ask which surfaces the
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drawing shows.** The recurring failure at every step was the *extruded
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picture* — and it has a second-order form that survives re-segmentation.
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The Bike Shop's toolbox was re-read from "a prop" into "a cabinet with a
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pump beside it": named parts, correct plot, de-outlined sides, and still
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wrong, because the region read as a cabinet *front* was the inside of an
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open box seen from above. Naming the parts is not enough; every REGION
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must answer "what surface of the real object is this?" The reliable
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arbiter is arithmetic: the correct reading makes the drawn row counts land
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exactly (the toolbox: 1 back-wall rim + 6 interior rows + 1 front rim = 8
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= the one-tile plot depth). Forcing rows to fit means the reading is wrong.
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**Hollow forms.** An open container is the one shape whose model must
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contain AIR, which no band table or extrusion can produce. The tray
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treatment builds four walls to the drawn rims, lays the top-view band on
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the floor of the cavity (its contents — a wrench — come along free, since
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they are just pixels of that band), and leaves the space between empty.
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Two rules only containers hit: the pane-recess pass must never run on a
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one-voxel wall (it deletes the front voxel to expose the one behind, and
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there is nothing behind — the wall becomes a hole), and the hollowness
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needs its own verification assert, because a later change that refills the
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cavity leaves every count looking plausible.
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**Round forms.** A drawn ellipse wider than tall is a horizontal circle
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seen from above — that one aspect-ratio measurement settles the whole
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reading. Straight flanks give diameter and height at once (round in plan,
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so drawn width IS depth — the one depth never authored). The arcs above
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and below the straight run are the same top and base circles seen curving:
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ground contact and mouth edge, not narrowing — revolving them puts the
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object on a stem. The hull's chord representation stores one z-interval
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per column/row, so a taper is expressible (re-cut the chords, squeeze the
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art into the narrowed span so the rim outline survives) but a hollow ring
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needs a second chord. Voxel resolution bounds taste: on an 11-wide object
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a one-step taper reads as damage and two steps as a cone; pick the step
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count and derive the amount.
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**Thin forms.** A line drawing cannot be thick. The air inside a bicycle's
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frame is what makes it read as a bicycle; extrude each stroke 5 voxels and
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the side faces of neighbouring strokes close every gap off-axis — six
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bikes become one dark mass. Standee thickness is a vocabulary
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(`PINNED_DEPTH`: 1 for paper, 2 for plates and side-on vehicles, 5 for
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silhouettes, 10 for objects with a body), and when a standee looks wrong
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the first move is to dump the detector's mask — if the mask is a clean
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object, thickness is the problem, not segmentation.
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**Authored masks.** When a drawing shares its tiles and shades with what
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it is painted into, nothing automatic can separate them; the profile
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carries a pixel mask instead. A person becomes a `figures` card (flat,
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leaning with the camera, standing on its feet — because GB character art
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is face-on iconography); an object becomes a `mounted` slab (fixed in the
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world, holding the wall's plane, keeping its drawn elevation — because a
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side-on drawing is a plane parallel to the wall). And when the backdrop is
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a *regular* pattern, the mask should be MEASURED, not hand-drawn:
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composite the plain backdrop tile over the same grid and flood from the
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border through pixels that still match it — what the flood cannot reach is
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the object, sprite-pure and exact.
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**Verification, extended.** Isometric previews miss what only the game
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shows: shoot in-game at both the ¾ rung and the low rung (front-face holes
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and proportion errors are invisible from above), crop and NEAREST-upscale
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before judging, and remember the flat rung renders no model at all. Two
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cheap renders beat argument: the front-most voxel per (x, y) laid beside
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the composited drawing catches anchoring and texel leaks instantly, and
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the same render with sunk voxels flagged turns the recess pass into
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something you look at. When shared builder code moves, a saved count
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baseline diffed after every edit (mind the line endings) is what proves a
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generalization is an identity for every model that already shipped.
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