LR-MASK-SKY: drop the sky heuristic rewrite

Rendered the old and new heuristic over the 24 procedural demo scenes: the
rewrite sharpens edges on blue skies (beach, dunes, canyon), but drops warm
sunset and dark night skies to nothing, punches a hole around the sun, and
selects lavender rows, a flower and lit mountains as sky. It also changes the
render of every existing Sky mask without a process version. Back to main's
heuristic; the masking-view part of this PR stays.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
Brandon ThomasandClaude Opus 5.5 committed 2026-10-10 03:10:35 -04:00
1 parent 5240bdaa6f
commit 760819eab3
1 file changed
+16 -88
+16 -88
View File
@@ -228,7 +228,21 @@ pub fn shape_alpha(shape: &MaskShape, frame: &Frame, w: usize, h: usize, img: &R
*v = 1.0 - smooth(tol * 0.5, tol, d);
}
}
MaskShape::Sky => rasterize_sky(frame, w, h, img, log_l, ev, &mut out),
MaskShape::Sky => {
// Classical sky heuristic until the segmenter lands (M12): bright, smooth, blue-ish or
// unsaturated, and connected to the top of the frame.
let m = frame.out_to_norm(w, h);
for (i, v) in out.data.iter_mut().enumerate() {
let (x, y) = (i % w, i / w);
let n = m.apply(Point::new(x as f64 + 0.5, y as f64 + 0.5));
let c = img.data[i].map(|v| v * gain);
let l = log_l.data[i] + ev;
let blue = (c[2] - c[0]).max(0.0) / (c[2] + 1e-4);
let top = 1.0 - smooth(0.25, 0.7, n.y as f32);
*v = top * smooth(-3.5, -1.0, l) * (0.4 + 0.6 * smooth(0.0, 0.3, blue).max(smooth(0.0, 1.5, l)));
}
smooth_plane(&mut out, 0.01 * frame_px(frame, w));
}
MaskShape::Object { seg, detail, edge, .. } | MaskShape::Prompt { seg, detail, edge, .. } if seg.is_some() || !detail.is_empty() => {
// Edge: below 0 a steeper transition (up to 8× the logits), above 0 feathered (up to
// 2 % of the long edge, so previews and exports match)
@@ -328,68 +342,6 @@ fn smooth_plane(p: &mut Plane, sigma: f32) {
*p = lightcraft_raster::blur::gaussian(p, sigma.max(0.5));
}
/// Classical sky fallback for photos without a semantic sky matte.
///
/// The old score had a 0.4 floor for every bright pixel and faded every candidate from 25 % to
/// 70 % down the frame, which both admitted bright non-sky near the horizon and removed real sky
/// before it reached the horizon. It then used a broad Gaussian (1 % of the long edge), smearing
/// the selection across branches, wires and the horizon. Keep this heuristic local/window-stable:
/// a true flood fill to the top cannot be reproduced by a zoom-window render without evaluating
/// the missing part of the frame.
fn rasterize_sky(frame: &Frame, w: usize, h: usize, img: &Rgb32f, log_l: &Plane, ev: f32, out: &mut Plane) {
if w == 0 || h == 0 {
return;
}
let m = frame.out_to_norm(w, h);
let gain = ev.exp2();
for (i, v) in out.data.iter_mut().enumerate() {
let (x, y) = (i % w, i / w);
let n = m.apply(Point::new(x as f64 + 0.5, y as f64 + 0.5));
let c = img.data[i].map(|v| (v * gain).max(0.0));
let l = log_l.data[i] + ev;
let hi = c[0].max(c[1]).max(c[2]);
let lo = c[0].min(c[1]).min(c[2]);
let sat = (hi - lo) / (hi + 1e-4);
let blue = (c[2] - c[0].max(c[1])).max(0.0) / (c[2] + 1e-4);
let py = n.y as f32;
let bright = smooth(-3.5, -0.7, l);
let blue_sky = smooth(0.01, 0.18, blue);
// Bright, low-chroma cloud/overcast remains possible, but unlike the old brightness floor
// it gets a stronger vertical prior so neutral ground does not qualify as readily.
let neutral_sky = (1.0 - smooth(0.08, 0.24, sat)) * smooth(-2.8, -0.5, l) * (1.0 - smooth(0.50, 0.80, py));
// Blue sky is allowed much closer to the horizon than before; only the bottom of the frame
// is strongly discouraged.
let height = 0.15 + 0.85 * (1.0 - smooth(0.66, 0.94, py));
let score = bright * blue_sky.max(0.85 * neutral_sky) * height;
*v = smooth(0.16, 0.55, score);
}
// Feather at a quarter of the old width, but only across locally smooth luminance and where
// the unblurred classifier has support. A dark wire/branch therefore stays out instead of
// being filled by the blur; the horizon does not bleed into a strong luminance edge.
let sigma = 0.0025 * frame.output_long(w, h) as f32;
let blurred = lightcraft_raster::blur::gaussian(out, sigma.max(0.5));
let original = std::mem::replace(out, blurred);
for y in 0..h {
for x in 0..w {
let i = y * w + x;
let l = log_l.data[i];
let edge = (l - log_l.get_clamped(x as isize - 1, y as isize))
.abs()
.max((l - log_l.get_clamped(x as isize + 1, y as isize)).abs())
.max((l - log_l.get_clamped(x as isize, y as isize - 1)).abs())
.max((l - log_l.get_clamped(x as isize, y as isize + 1)).abs());
let flat = 1.0 - smooth(0.08, 0.35, edge);
let a = original.data[i];
let support = smooth(0.02, 0.20, a);
let mix = flat * (0.15 + 0.85 * support);
let b = out.data[i];
out.data[i] = (a + (b - a) * mix).clamp(0.0, 1.0);
}
}
}
/// The union (max) of `mattes` (0..255, over the EXIF-oriented source) at output resolution,
/// sampled like the image: user orientation, lens / perspective warp, crop and flips; area-averaged
/// first when the output is much smaller than the matte, bilinear otherwise.
@@ -857,30 +809,6 @@ mod tests {
assert!(l > 0.95 && r < 0.3, "refine 100: {l} vs {r}");
}
#[test]
fn sky_heuristic_reaches_the_horizon_without_filling_thin_objects() {
let (w, h, horizon) = (200, 120, 72);
let img = Rgb32f::from_fn(w, h, |x, y| {
let wire = y == 34 && x > 20 && x < w - 20;
let branch = (96..=98).contains(&x) && y < horizon;
if wire || branch {
[0.04; 3]
} else if y < horizon {
[0.35, 0.60, 1.10]
} else {
[0.55, 0.38, 0.20]
}
});
let l = img.map(crate::local::log_lum);
let a = shape_alpha(&MaskShape::Sky, &frame(w, h), w, h, &img, &l, 0.0, None);
assert!(a.get(30, horizon - 3) > 0.8, "sky reaches the horizon: {}", a.get(30, horizon - 3));
assert!(a.get(30, horizon + 3) < 0.1, "warm ground stays out: {}", a.get(30, horizon + 3));
assert!(a.get(80, 34) < 0.2, "thin wire stays out: {}", a.get(80, 34));
assert!(a.get(97, 50) < 0.2, "thin branch stays out: {}", a.get(97, 50));
assert!(a.get(90, 50) > 0.8 && a.get(104, 50) > 0.8, "sky beside the branch remains selected");
}
/// A half-resolution matte selecting the left `frac` of a `w × h` source.
fn left_matte(w: usize, h: usize, frac: f64) -> Image<u8> {
Image::from_fn(w / 2, h / 2, |x, _| if (x as f64 + 0.5) < frac * (w / 2) as f64 { 255 } else { 0 })
@@ -939,4 +867,4 @@ mod tests {
let lips = MaskShape::People { person: 0, parts: vec!["Lips".into()] };
assert_eq!(eval(&lips), shape_alpha(&lips, &f, w, h, &img, &l, 0.0, None));
}
}
}