Pipeline geometry: axes + geometry lab (patterns, angle, pan)#11
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- log: u = log|z−c| (X, period logS marker) and v = arg(z−c) (Y, 2π). - rotated log: u′/v′ axes plus the original log u-axis drawn dashed at its tilt β (visualises what the rotation does). SVG overlay with a dark drop-shadow halo so the amber axes read over any image region. Escher panel has none (it's the spiral, not a cartesian map). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Three experiments for understanding the Droste → Escher geometry, behind a "geometry lab" control strip in the pipeline view: - Test patterns (test-patterns.ts): generated polar grid (concentric circles + radial spokes) and cartesian grid, loadable from the DropZone and the lab strip. A centred square nest puts the limit point at the image centre, so the polar pattern maps to a clean cartesian grid in the log panel (rings → vertical lines, spokes → horizontal lines) and to the spiral grid in the tententoon — the clearest view of what the transform does. - Rotation/twist angle override (idea 3): a γ slider re-tilts the rotated-log and sets the tententoon twist k = tan γ. Only the canonical β closes the spiral up with the Droste scale; other angles over/under-twist visibly. - Pan (idea 2): drag the rotated-log panel; the log-space pan δ = R(−γ)·drag zooms (u) and rotates (v) the tententoon. Shows the tententoon is exp() of the strip. Wired via new GL uniforms (u_rot, u_kTwist, u_pan), defaulting to canonical so non-lab rendering is unchanged. Experimental — for evaluation, not yet linked from the main UI beyond the pipeline view. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- The CPU pure functions now take the same pan/rot/kTwist options as the GL shader (default canonical), so the geometry-lab controls behave identically on the WebGL2 fallback path — and the math is unit-tested. - Reset the lab pan/angle when a new image loads, so the pipeline view never opens with a stale transform. - Tests: k=0 removes the twist; a v-pan shifts the log panel while staying fully opaque (no black). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Builds on the 4-panel pipeline view to make the Droste → Escher geometry legible and explorable.
X/Y axes (log + rotated-log)
u = log|z−c|(X, periodlogS) andv = arg(z−c)(Y, 2π).u′/v′axes + the original log u-axis drawn dashed at its tilt β. SVG overlay with a dark halo for contrast.Geometry lab (pipeline view control strip)
k = tan γ; the β button snaps back to canonical. Shows why only β closes the spiral up with the Droste scale.δ = R(−γ)·dragzooms (u) and rotates (v) the tententoon.Implementation
u_rot,u_kTwist,u_pan(default canonical, so non-lab rendering is unchanged). The CPU pure functions take matchingPanelOpts, so GPU/CPU agree and the lab math is unit-tested.Tests 22/22,
svelte-checkclean. Preview: https://geometry-lab.tententoon.pages.dev🤖 Generated with Claude Code