18 KiB
Composition & Brightness Reference
The composable system is the core of visual complexity. It operates at three levels: pixel-level blend modes, multi-grid composition, and adaptive brightness management. This document covers all three.
Pixel-Level Blend Modes
The blend_canvas() Function
All blending operates on full pixel canvases (uint8 H,W,3). Internally converts to float32 [0,1] for precision, blends, lerps by opacity, converts back.
def blend_canvas(base, top, mode="normal", opacity=1.0):
af = base.astype(np.float32) / 255.0
bf = top.astype(np.float32) / 255.0
fn = BLEND_MODES.get(mode, BLEND_MODES["normal"])
result = fn(af, bf)
if opacity < 1.0:
result = af * (1 - opacity) + result * opacity
return np.clip(result * 255, 0, 255).astype(np.uint8)
20 Blend Modes
BLEND_MODES = {
# Basic arithmetic
"normal": lambda a, b: b,
"add": lambda a, b: np.clip(a + b, 0, 1),
"subtract": lambda a, b: np.clip(a - b, 0, 1),
"multiply": lambda a, b: a * b,
"screen": lambda a, b: 1 - (1 - a) * (1 - b),
# Contrast
"overlay": lambda a, b: np.where(a < 0.5, 2*a*b, 1 - 2*(1-a)*(1-b)),
"softlight": lambda a, b: (1 - 2*b)*a*a + 2*b*a,
"hardlight": lambda a, b: np.where(b < 0.5, 2*a*b, 1 - 2*(1-a)*(1-b)),
# Difference
"difference": lambda a, b: np.abs(a - b),
"exclusion": lambda a, b: a + b - 2*a*b,
# Dodge / burn
"colordodge": lambda a, b: np.clip(a / (1 - b + 1e-6), 0, 1),
"colorburn": lambda a, b: np.clip(1 - (1 - a) / (b + 1e-6), 0, 1),
# Light
"linearlight": lambda a, b: np.clip(a + 2*b - 1, 0, 1),
"vividlight": lambda a, b: np.where(b < 0.5,
np.clip(1 - (1-a)/(2*b + 1e-6), 0, 1),
np.clip(a / (2*(1-b) + 1e-6), 0, 1)),
"pin_light": lambda a, b: np.where(b < 0.5,
np.minimum(a, 2*b), np.maximum(a, 2*b - 1)),
"hard_mix": lambda a, b: np.where(a + b >= 1.0, 1.0, 0.0),
# Compare
"lighten": lambda a, b: np.maximum(a, b),
"darken": lambda a, b: np.minimum(a, b),
# Grain
"grain_extract": lambda a, b: np.clip(a - b + 0.5, 0, 1),
"grain_merge": lambda a, b: np.clip(a + b - 0.5, 0, 1),
}
Blend Mode Selection Guide
Modes that brighten (safe for dark inputs):
screen— always brightens. Two 50% gray layers screen to 75%. The go-to safe blend.add— simple addition, clips at white. Good for sparkles, glows, particle overlays.colordodge— extreme brightening at overlap zones. Can blow out. Use low opacity (0.3-0.5).linearlight— aggressive brightening. Similar to add but with offset.
Modes that darken (avoid with dark inputs):
multiply— darkens everything. Only use when both layers are already bright.overlay— darkens when base < 0.5, brightens when base > 0.5. Crushes dark inputs:2 * 0.12 * 0.12 = 0.03. Usescreeninstead for dark material.colorburn— extreme darkening at overlap zones.
Modes that create contrast:
softlight— gentle contrast. Good for subtle texture overlay.hardlight— strong contrast. Like overlay but keyed on the top layer.vividlight— very aggressive contrast. Use sparingly.
Modes that create color effects:
difference— XOR-like patterns. Two identical layers difference to black; offset layers create wild colors. Great for psychedelic looks.exclusion— softer version of difference. Creates complementary color patterns.hard_mix— posterizes to pure black/white/saturated color at intersections.
Modes for texture blending:
grain_extract/grain_merge— extract a texture from one layer, apply it to another.
Multi-Layer Chaining
# Pattern: render layers -> blend sequentially
canvas_a = _render_vf(r, "md", vf_plasma, hf_angle(0.0), PAL_DENSE, f, t, S)
canvas_b = _render_vf(r, "sm", vf_vortex, hf_time_cycle(0.1), PAL_RUNE, f, t, S)
canvas_c = _render_vf(r, "lg", vf_rings, hf_distance(), PAL_BLOCKS, f, t, S)
result = blend_canvas(canvas_a, canvas_b, "screen", 0.8)
result = blend_canvas(result, canvas_c, "difference", 0.6)
Order matters: screen(A, B) is commutative, but difference(screen(A,B), C) differs from difference(A, screen(B,C)).
Multi-Grid Composition
This is the core visual technique. Rendering the same conceptual scene at different grid densities (character sizes) creates natural texture interference, because characters at different scales overlap at different spatial frequencies.
Why It Works
smgrid (10pt font): 320x83 characters. Fine detail, dense texture.mdgrid (16pt): 192x56 characters. Medium density.lggrid (20pt): 160x45 characters. Coarse, chunky characters.
When you render a plasma field on sm and a vortex on lg, then screen-blend them, the fine plasma texture shows through the gaps in the coarse vortex characters. The result has more visual complexity than either layer alone.
The _render_vf() Helper
This is the workhorse function. It takes a value field + hue field + palette + grid, renders to a complete pixel canvas:
def _render_vf(r, grid_key, val_fn, hue_fn, pal, f, t, S, sat=0.8, threshold=0.03):
"""Render a value field + hue field to a pixel canvas via a named grid.
Args:
r: Renderer instance (has .get_grid())
grid_key: "xs", "sm", "md", "lg", "xl", "xxl"
val_fn: (g, f, t, S) -> float32 [0,1] array (rows, cols)
hue_fn: callable (g, f, t, S) -> float32 hue array, OR float scalar
pal: character palette string
f: feature dict
t: time in seconds
S: persistent state dict
sat: HSV saturation (0-1)
threshold: minimum value to render (below = space)
Returns:
uint8 array (VH, VW, 3) — full pixel canvas
"""
g = r.get_grid(grid_key)
val = np.clip(val_fn(g, f, t, S), 0, 1)
mask = val > threshold
ch = val2char(val, mask, pal)
# Hue: either a callable or a fixed float
if callable(hue_fn):
h = hue_fn(g, f, t, S) % 1.0
else:
h = np.full((g.rows, g.cols), float(hue_fn), dtype=np.float32)
# CRITICAL: broadcast to full shape and copy (see Troubleshooting)
h = np.broadcast_to(h, (g.rows, g.cols)).copy()
R, G, B = hsv2rgb(h, np.full_like(val, sat), val)
co = mkc(R, G, B, g.rows, g.cols)
return g.render(ch, co)
Grid Combination Strategies
| Combination | Effect | Good For |
|---|---|---|
sm + lg |
Maximum contrast between fine detail and chunky blocks | Bold, graphic looks |
sm + md |
Subtle texture layering, similar scales | Organic, flowing looks |
md + lg + xs |
Three-scale interference, maximum complexity | Psychedelic, dense |
sm + sm (different effects) |
Same scale, pattern interference only | Moire, interference |
Complete Multi-Grid Scene Example
def fx_psychedelic(r, f, t, S):
"""Three-layer multi-grid scene with beat-reactive kaleidoscope."""
# Layer A: plasma on medium grid with rainbow hue
canvas_a = _render_vf(r, "md",
lambda g, f, t, S: vf_plasma(g, f, t, S) * 1.3,
hf_angle(0.0), PAL_DENSE, f, t, S, sat=0.8)
# Layer B: vortex on small grid with cycling hue
canvas_b = _render_vf(r, "sm",
lambda g, f, t, S: vf_vortex(g, f, t, S, twist=5.0) * 1.2,
hf_time_cycle(0.1), PAL_RUNE, f, t, S, sat=0.7)
# Layer C: rings on large grid with distance hue
canvas_c = _render_vf(r, "lg",
lambda g, f, t, S: vf_rings(g, f, t, S, n_base=8, spacing_base=3) * 1.4,
hf_distance(0.3, 0.02), PAL_BLOCKS, f, t, S, sat=0.9)
# Blend: A screened with B, then difference with C
result = blend_canvas(canvas_a, canvas_b, "screen", 0.8)
result = blend_canvas(result, canvas_c, "difference", 0.6)
# Beat-triggered kaleidoscope
if f.get("bdecay", 0) > 0.3:
result = sh_kaleidoscope(result.copy(), folds=6)
return result
Adaptive Tone Mapping
The Brightness Problem
ASCII characters are small bright dots on a black background. Most pixels in any frame are background (black). This means:
- Mean frame brightness is inherently low (often 5-30 out of 255)
- Different effect combinations produce wildly different brightness levels
- A spiral scene might be 50 mean, while a fire scene is 9 mean
- Linear multipliers (e.g.,
canvas * 2.0) either leave dark scenes dark or blow out bright scenes
The tonemap() Function
Replaces linear brightness multipliers with adaptive per-frame normalization + gamma correction:
def tonemap(canvas, target_mean=90, gamma=0.75, black_point=2, white_point=253):
"""Adaptive tone-mapping: normalizes + gamma-corrects so no frame is
fully dark or washed out.
1. Compute 1st and 99.5th percentile (ignores outlier pixels)
2. Stretch that range to [0, 1]
3. Apply gamma curve (< 1 lifts shadows, > 1 darkens)
4. Rescale to [black_point, white_point]
"""
f = canvas.astype(np.float32)
lo = np.percentile(f, 1)
hi = np.percentile(f, 99.5)
if hi - lo < 10:
hi = max(hi, lo + 10) # near-uniform frame fallback
f = np.clip((f - lo) / (hi - lo), 0.0, 1.0)
f = np.power(f, gamma)
f = f * (white_point - black_point) + black_point
return np.clip(f, 0, 255).astype(np.uint8)
Why Gamma, Not Linear
Linear multiplier * 2.0:
input 10 -> output 20 (still dark)
input 100 -> output 200 (ok)
input 200 -> output 255 (clipped, lost detail)
Gamma 0.75 after normalization:
input 0.04 -> output 0.08 (lifted from invisible to visible)
input 0.39 -> output 0.50 (moderate lift)
input 0.78 -> output 0.84 (gentle lift, no clipping)
Gamma < 1 compresses the highlights and expands the shadows. This is exactly what we need: lift dark ASCII content into visibility without blowing out the bright parts.
Pipeline Ordering
The pipeline in render_clip() is:
scene_fn(r, f, t, S) -> canvas
|
tonemap(canvas, gamma=scene_gamma)
|
FeedbackBuffer.apply(canvas, ...)
|
ShaderChain.apply(canvas, f=f, t=t)
|
ffmpeg pipe
Tonemap runs BEFORE feedback and shaders. This means:
- Feedback operates on normalized data (consistent behavior regardless of scene brightness)
- Shaders like solarize, posterize, contrast operate on properly-ranged data
- The brightness shader in the chain is no longer needed (tonemap handles it)
Per-Scene Gamma Tuning
Default gamma is 0.75. Scenes that apply destructive post-processing need more aggressive lift because the destruction happens after tonemap:
| Scene Type | Recommended Gamma | Why |
|---|---|---|
| Standard effects | 0.75 | Default, works for most scenes |
| Solarize post-process | 0.50-0.60 | Solarize inverts bright pixels, reducing overall brightness |
| Posterize post-process | 0.50-0.55 | Posterize quantizes, often crushing mid-values to black |
| Heavy difference blending | 0.60-0.70 | Difference mode creates many near-zero pixels |
| Already bright scenes | 0.85-1.0 | Don't over-boost scenes that are naturally bright |
Configure via the scene table:
SCENES = [
{"start": 9.17, "end": 11.25, "name": "fire", "gamma": 0.55,
"fx": fx_fire, "shaders": [("solarize", {"threshold": 200}), ...]},
{"start": 25.96, "end": 27.29, "name": "diamond", "gamma": 0.5,
"fx": fx_diamond, "shaders": [("bloom", {"thr": 90}), ...]},
]
Brightness Verification
After rendering, spot-check frame brightness:
# In test-frame mode
canvas = scene["fx"](r, feat, t, r.S)
canvas = tonemap(canvas, gamma=scene.get("gamma", 0.75))
chain = ShaderChain()
for sn, kw in scene.get("shaders", []):
chain.add(sn, **kw)
canvas = chain.apply(canvas, f=feat, t=t)
print(f"Mean brightness: {canvas.astype(float).mean():.1f}, max: {canvas.max()}")
Target ranges after tonemap + shaders:
- Quiet/ambient scenes: mean 30-60
- Active scenes: mean 40-100
- Climax/peak scenes: mean 60-150
- If mean < 20: gamma is too high or a shader is destroying brightness
- If mean > 180: gamma is too low or add is stacking too much
FeedbackBuffer Spatial Transforms
The feedback buffer stores the previous frame and blends it into the current frame with decay. Spatial transforms applied to the buffer before blending create the illusion of motion in the feedback trail.
Implementation
class FeedbackBuffer:
def __init__(self):
self.buf = None
def apply(self, canvas, decay=0.85, blend="screen", opacity=0.5,
transform=None, transform_amt=0.02, hue_shift=0.0):
if self.buf is None:
self.buf = canvas.astype(np.float32) / 255.0
return canvas
# Decay old buffer
self.buf *= decay
# Spatial transform
if transform:
self.buf = self._transform(self.buf, transform, transform_amt)
# Hue shift the feedback for rainbow trails
if hue_shift > 0:
self.buf = self._hue_shift(self.buf, hue_shift)
# Blend feedback into current frame
result = blend_canvas(canvas,
np.clip(self.buf * 255, 0, 255).astype(np.uint8),
blend, opacity)
# Update buffer with current frame
self.buf = result.astype(np.float32) / 255.0
return result
def _transform(self, buf, transform, amt):
h, w = buf.shape[:2]
if transform == "zoom":
# Zoom in: sample from slightly inside (creates expanding tunnel)
m = int(h * amt); n = int(w * amt)
if m > 0 and n > 0:
cropped = buf[m:-m or None, n:-n or None]
# Resize back to full (nearest-neighbor for speed)
buf = np.array(Image.fromarray(
np.clip(cropped * 255, 0, 255).astype(np.uint8)
).resize((w, h), Image.NEAREST)).astype(np.float32) / 255.0
elif transform == "shrink":
# Zoom out: pad edges, shrink center
m = int(h * amt); n = int(w * amt)
small = np.array(Image.fromarray(
np.clip(buf * 255, 0, 255).astype(np.uint8)
).resize((w - 2*n, h - 2*m), Image.NEAREST))
new = np.zeros((h, w, 3), dtype=np.uint8)
new[m:m+small.shape[0], n:n+small.shape[1]] = small
buf = new.astype(np.float32) / 255.0
elif transform == "rotate_cw":
# Small clockwise rotation via affine
angle = amt * 10 # amt=0.005 -> 0.05 degrees per frame
cy, cx = h / 2, w / 2
Y = np.arange(h, dtype=np.float32)[:, None]
X = np.arange(w, dtype=np.float32)[None, :]
cos_a, sin_a = np.cos(angle), np.sin(angle)
sx = (X - cx) * cos_a + (Y - cy) * sin_a + cx
sy = -(X - cx) * sin_a + (Y - cy) * cos_a + cy
sx = np.clip(sx.astype(int), 0, w - 1)
sy = np.clip(sy.astype(int), 0, h - 1)
buf = buf[sy, sx]
elif transform == "rotate_ccw":
angle = -amt * 10
cy, cx = h / 2, w / 2
Y = np.arange(h, dtype=np.float32)[:, None]
X = np.arange(w, dtype=np.float32)[None, :]
cos_a, sin_a = np.cos(angle), np.sin(angle)
sx = (X - cx) * cos_a + (Y - cy) * sin_a + cx
sy = -(X - cx) * sin_a + (Y - cy) * cos_a + cy
sx = np.clip(sx.astype(int), 0, w - 1)
sy = np.clip(sy.astype(int), 0, h - 1)
buf = buf[sy, sx]
elif transform == "shift_up":
pixels = max(1, int(h * amt))
buf = np.roll(buf, -pixels, axis=0)
buf[-pixels:] = 0 # black fill at bottom
elif transform == "shift_down":
pixels = max(1, int(h * amt))
buf = np.roll(buf, pixels, axis=0)
buf[:pixels] = 0
elif transform == "mirror_h":
buf = buf[:, ::-1]
return buf
def _hue_shift(self, buf, amount):
"""Rotate hues of the feedback buffer. Operates on float32 [0,1]."""
rgb = np.clip(buf * 255, 0, 255).astype(np.uint8)
hsv = np.zeros_like(buf)
# Simple approximate RGB->HSV->shift->RGB
r, g, b = buf[:,:,0], buf[:,:,1], buf[:,:,2]
mx = np.maximum(np.maximum(r, g), b)
mn = np.minimum(np.minimum(r, g), b)
delta = mx - mn + 1e-10
# Hue
h = np.where(mx == r, ((g - b) / delta) % 6,
np.where(mx == g, (b - r) / delta + 2, (r - g) / delta + 4))
h = (h / 6 + amount) % 1.0
# Reconstruct with shifted hue (simplified)
s = delta / (mx + 1e-10)
v = mx
c = v * s; x = c * (1 - np.abs((h * 6) % 2 - 1)); m = v - c
ro = np.zeros_like(h); go = np.zeros_like(h); bo = np.zeros_like(h)
for lo, hi, rv, gv, bv in [(0,1,c,x,0),(1,2,x,c,0),(2,3,0,c,x),
(3,4,0,x,c),(4,5,x,0,c),(5,6,c,0,x)]:
mask = ((h*6) >= lo) & ((h*6) < hi)
ro[mask] = rv[mask] if not isinstance(rv, (int,float)) else rv
go[mask] = gv[mask] if not isinstance(gv, (int,float)) else gv
bo[mask] = bv[mask] if not isinstance(bv, (int,float)) else bv
return np.stack([ro+m, go+m, bo+m], axis=2)
Feedback Presets
| Preset | Config | Visual Effect |
|---|---|---|
| Infinite zoom tunnel | decay=0.8, blend="screen", transform="zoom", transform_amt=0.015 |
Expanding ring patterns |
| Rainbow trails | decay=0.7, blend="screen", transform="zoom", transform_amt=0.01, hue_shift=0.02 |
Psychedelic color trails |
| Ghostly echo | decay=0.9, blend="add", opacity=0.15, transform="shift_up", transform_amt=0.01 |
Faint upward smearing |
| Kaleidoscopic recursion | decay=0.75, blend="screen", transform="rotate_cw", transform_amt=0.005, hue_shift=0.01 |
Rotating mandala feedback |
| Color evolution | decay=0.8, blend="difference", opacity=0.4, hue_shift=0.03 |
Frame-to-frame color XOR |
| Rising heat haze | decay=0.5, blend="add", opacity=0.2, transform="shift_up", transform_amt=0.02 |
Hot air shimmer |
PixelBlendStack
Higher-level wrapper for multi-layer compositing:
class PixelBlendStack:
def __init__(self):
self.layers = []
def add(self, canvas, mode="normal", opacity=1.0):
self.layers.append((canvas, mode, opacity))
return self
def composite(self):
if not self.layers:
return np.zeros((VH, VW, 3), dtype=np.uint8)
result = self.layers[0][0]
for canvas, mode, opacity in self.layers[1:]:
result = blend_canvas(result, canvas, mode, opacity)
return result