update ascii-video skill: design patterns, local time, examples

- New references/design-patterns.md: layer hierarchy (bg/content/accent),
  directional parameter arcs, scene concepts and visual metaphors,
  counter-rotating systems, wave collision, progressive fragmentation,
  entropy/consumption, staggered crescendo buildup, scene ordering
- New references/examples.md: copy-paste-ready scenes at every complexity
- Update scenes.md: local time convention (t=0 at scene start)
- Update SKILL.md: add design-patterns.md to reference table
- Add README.md to hermes-agent copy
- Sync all reference docs with canonical source (SHL0MS/ascii-video)
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SHL0MS 2026-03-13 19:13:12 -04:00
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Post-processing effects applied to the pixel canvas (`numpy uint8 array, shape (H,W,3)`) after character rendering and before encoding. Also covers **pixel-level blend modes**, **feedback buffers**, and the **ShaderChain** compositor.
**Cross-references:**
- Grid system, palettes, color (HSV + OKLAB): `architecture.md`
- Effect building blocks (value fields, noise, SDFs): `effects.md`
- `_render_vf()`, blend modes, tonemap, masking: `composition.md`
- Scene protocol, render_clip, SCENES table: `scenes.md`
- Complete scene examples with shader usage: `examples.md`
- Performance tuning (frame budget, worker count): `optimization.md`
- Encoding pitfalls (ffmpeg flags, color space): `troubleshooting.md`
## Design Philosophy
The shader pipeline turns raw ASCII renders into cinematic output. The system is designed for **composability** — every shader, blend mode, and feedback transform is an independent building block. Combining them creates infinite visual variety from a small set of primitives.
@ -1025,3 +1034,324 @@ cmd = ["ffmpeg", "-y", "-f", "rawvideo", "-pix_fmt", "rgb24",
"-vf", f"fps={fps},scale={W}:{H}:flags=lanczos,split[s0][s1];[s0]palettegen[p];[s1][p]paletteuse",
"-loop", "0", output_gif]
```
### PNG Sequence
For frame-accurate editing, compositing in external tools (After Effects, Nuke), or lossless archival:
```python
import os
def output_png_sequence(frames, output_dir, W, H, fps, prefix="frame"):
"""Write frames as numbered PNGs. frames = iterable of uint8 (H,W,3) arrays."""
os.makedirs(output_dir, exist_ok=True)
# Method 1: Direct PIL write (no ffmpeg dependency)
from PIL import Image
for i, frame in enumerate(frames):
img = Image.fromarray(frame)
img.save(os.path.join(output_dir, f"{prefix}_{i:06d}.png"))
# Method 2: ffmpeg pipe (faster for large sequences)
cmd = ["ffmpeg", "-y", "-f", "rawvideo", "-pix_fmt", "rgb24",
"-s", f"{W}x{H}", "-r", str(fps), "-i", "pipe:0",
os.path.join(output_dir, f"{prefix}_%06d.png")]
```
Reassemble PNG sequence to video:
```bash
ffmpeg -framerate 24 -i frame_%06d.png -c:v libx264 -crf 18 -pix_fmt yuv420p output.mp4
```
### Alpha Channel / Transparent Background (RGBA)
For compositing ASCII art over other video or images. Uses RGBA canvas (4 channels) instead of RGB (3 channels):
```python
def create_rgba_canvas(H, W):
"""Transparent canvas — alpha channel starts at 0 (fully transparent)."""
return np.zeros((H, W, 4), dtype=np.uint8)
def render_char_rgba(canvas, row, col, char_img, color_rgb, alpha=255):
"""Render a character with alpha. char_img = PIL glyph mask (grayscale).
Alpha comes from the glyph mask — background stays transparent."""
r, g, b = color_rgb
y0, x0 = row * cell_h, col * cell_w
mask = np.array(char_img) # grayscale 0-255
canvas[y0:y0+cell_h, x0:x0+cell_w, 0] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 0], (mask * r / 255).astype(np.uint8))
canvas[y0:y0+cell_h, x0:x0+cell_w, 1] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 1], (mask * g / 255).astype(np.uint8))
canvas[y0:y0+cell_h, x0:x0+cell_w, 2] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 2], (mask * b / 255).astype(np.uint8))
canvas[y0:y0+cell_h, x0:x0+cell_w, 3] = np.maximum(canvas[y0:y0+cell_h, x0:x0+cell_w, 3], mask)
def blend_onto_background(rgba_canvas, bg_rgb):
"""Composite RGBA canvas over a solid or image background."""
alpha = rgba_canvas[:, :, 3:4].astype(np.float32) / 255.0
fg = rgba_canvas[:, :, :3].astype(np.float32)
bg = bg_rgb.astype(np.float32)
result = fg * alpha + bg * (1.0 - alpha)
return result.astype(np.uint8)
```
RGBA output via ffmpeg (ProRes 4444 for editing, WebM VP9 for web):
```bash
# ProRes 4444 — preserves alpha, widely supported in NLEs
ffmpeg -y -f rawvideo -pix_fmt rgba -s {W}x{H} -r {fps} -i pipe:0 \
-c:v prores_ks -profile:v 4444 -pix_fmt yuva444p10le output.mov
# WebM VP9 — alpha support for web/browser compositing
ffmpeg -y -f rawvideo -pix_fmt rgba -s {W}x{H} -r {fps} -i pipe:0 \
-c:v libvpx-vp9 -pix_fmt yuva420p -crf 30 -b:v 0 output.webm
# PNG sequence with alpha (lossless)
ffmpeg -y -f rawvideo -pix_fmt rgba -s {W}x{H} -r {fps} -i pipe:0 \
frame_%06d.png
```
**Key constraint**: shaders that operate on `(H,W,3)` arrays need adaptation for RGBA. Either apply shaders to the RGB channels only and preserve alpha, or write RGBA-aware versions:
```python
def apply_shader_rgba(canvas_rgba, shader_fn, **kwargs):
"""Apply an RGB shader to the color channels of an RGBA canvas."""
rgb = canvas_rgba[:, :, :3]
alpha = canvas_rgba[:, :, 3:4]
rgb_out = shader_fn(rgb, **kwargs)
return np.concatenate([rgb_out, alpha], axis=2)
```
---
## Real-Time Terminal Rendering
Live ASCII display in the terminal using ANSI escape codes. Useful for previewing scenes during development, live performances, and interactive parameter tuning.
### ANSI Color Escape Codes
```python
def rgb_to_ansi(r, g, b):
"""24-bit true color ANSI escape (supported by most modern terminals)."""
return f"\033[38;2;{r};{g};{b}m"
ANSI_RESET = "\033[0m"
ANSI_CLEAR = "\033[2J\033[H" # clear screen + cursor home
ANSI_HIDE_CURSOR = "\033[?25l"
ANSI_SHOW_CURSOR = "\033[?25h"
```
### Frame-to-ANSI Conversion
```python
def frame_to_ansi(chars, colors):
"""Convert char+color arrays to a single ANSI string for terminal output.
Args:
chars: (rows, cols) array of single characters
colors: (rows, cols, 3) uint8 RGB array
Returns:
str: ANSI-encoded frame ready for sys.stdout.write()
"""
rows, cols = chars.shape
lines = []
for r in range(rows):
parts = []
prev_color = None
for c in range(cols):
rgb = tuple(colors[r, c])
ch = chars[r, c]
if ch == " " or rgb == (0, 0, 0):
parts.append(" ")
else:
if rgb != prev_color:
parts.append(rgb_to_ansi(*rgb))
prev_color = rgb
parts.append(ch)
parts.append(ANSI_RESET)
lines.append("".join(parts))
return "\n".join(lines)
```
### Optimized: Delta Updates
Only redraw characters that changed since the last frame. Eliminates redundant terminal writes for static regions:
```python
def frame_to_ansi_delta(chars, colors, prev_chars, prev_colors):
"""Emit ANSI escapes only for cells that changed."""
rows, cols = chars.shape
parts = []
for r in range(rows):
for c in range(cols):
if (chars[r, c] != prev_chars[r, c] or
not np.array_equal(colors[r, c], prev_colors[r, c])):
parts.append(f"\033[{r+1};{c+1}H") # move cursor
rgb = tuple(colors[r, c])
parts.append(rgb_to_ansi(*rgb))
parts.append(chars[r, c])
return "".join(parts)
```
### Live Render Loop
```python
import sys
import time
def render_live(scene_fn, r, fps=24, duration=None):
"""Render a scene function live in the terminal.
Args:
scene_fn: v2 scene function (r, f, t, S) -> canvas
OR v1-style function that populates a grid
r: Renderer instance
fps: target frame rate
duration: seconds to run (None = run until Ctrl+C)
"""
frame_time = 1.0 / fps
S = {}
f = {} # synthesize features or connect to live audio
sys.stdout.write(ANSI_HIDE_CURSOR + ANSI_CLEAR)
sys.stdout.flush()
t0 = time.monotonic()
frame_count = 0
try:
while True:
t = time.monotonic() - t0
if duration and t > duration:
break
# Synthesize features from time (or connect to live audio via pyaudio)
f = synthesize_features(t)
# Render scene — for terminal, use a small grid
g = r.get_grid("sm")
# Option A: v2 scene → extract chars/colors from canvas (reverse render)
# Option B: call effect functions directly for chars/colors
canvas = scene_fn(r, f, t, S)
# For terminal display, render chars+colors directly
# (bypassing the pixel canvas — terminal uses character cells)
chars, colors = scene_to_terminal(scene_fn, r, f, t, S, g)
frame_str = ANSI_CLEAR + frame_to_ansi(chars, colors)
sys.stdout.write(frame_str)
sys.stdout.flush()
# Frame timing
elapsed = time.monotonic() - t0 - (frame_count * frame_time)
sleep_time = frame_time - elapsed
if sleep_time > 0:
time.sleep(sleep_time)
frame_count += 1
except KeyboardInterrupt:
pass
finally:
sys.stdout.write(ANSI_SHOW_CURSOR + ANSI_RESET + "\n")
sys.stdout.flush()
def scene_to_terminal(scene_fn, r, f, t, S, g):
"""Run effect functions and return (chars, colors) for terminal display.
For terminal mode, skip the pixel canvas and work with character arrays directly."""
# Effects that return (chars, colors) work directly
# For vf-based effects, render the value field + hue field to chars/colors:
val = vf_plasma(g, f, t, S)
hue = hf_time_cycle(0.08)(g, t)
mask = val > 0.03
chars = val2char(val, mask, PAL_DENSE)
R, G, B = hsv2rgb(hue, np.full_like(val, 0.8), val)
colors = mkc(R, G, B, g.rows, g.cols)
return chars, colors
```
### Curses-Based Rendering (More Robust)
For full-featured terminal UIs with proper resize handling and input:
```python
import curses
def render_curses(scene_fn, r, fps=24):
"""Curses-based live renderer with resize handling and key input."""
def _main(stdscr):
curses.start_color()
curses.use_default_colors()
curses.curs_set(0) # hide cursor
stdscr.nodelay(True) # non-blocking input
# Initialize color pairs (curses supports 256 colors)
# Map RGB to nearest curses color pair
color_cache = {}
next_pair = [1]
def get_color_pair(r, g, b):
key = (r >> 4, g >> 4, b >> 4) # quantize to reduce pairs
if key not in color_cache:
if next_pair[0] < curses.COLOR_PAIRS - 1:
ci = 16 + (r // 51) * 36 + (g // 51) * 6 + (b // 51) # 6x6x6 cube
curses.init_pair(next_pair[0], ci, -1)
color_cache[key] = next_pair[0]
next_pair[0] += 1
else:
return 0
return curses.color_pair(color_cache[key])
S = {}
f = {}
frame_time = 1.0 / fps
t0 = time.monotonic()
while True:
t = time.monotonic() - t0
f = synthesize_features(t)
# Adapt grid to terminal size
max_y, max_x = stdscr.getmaxyx()
g = r.get_grid_for_size(max_x, max_y) # dynamic grid sizing
chars, colors = scene_to_terminal(scene_fn, r, f, t, S, g)
rows, cols = chars.shape
for row in range(min(rows, max_y - 1)):
for col in range(min(cols, max_x - 1)):
ch = chars[row, col]
rgb = tuple(colors[row, col])
try:
stdscr.addch(row, col, ch, get_color_pair(*rgb))
except curses.error:
pass # ignore writes outside terminal bounds
stdscr.refresh()
# Handle input
key = stdscr.getch()
if key == ord('q'):
break
time.sleep(max(0, frame_time - (time.monotonic() - t0 - t)))
curses.wrapper(_main)
```
### Terminal Rendering Constraints
| Constraint | Value | Notes |
|-----------|-------|-------|
| Max practical grid | ~200x60 | Depends on terminal size |
| Color support | 24-bit (modern), 256 (fallback), 16 (minimal) | Check `$COLORTERM` for truecolor |
| Frame rate ceiling | ~30 fps | Terminal I/O is the bottleneck |
| Delta updates | 2-5x faster | Only worth it when <30% of cells change per frame |
| SSH latency | Kills performance | Local terminals only for real-time |
**Detect color support:**
```python
import os
def get_terminal_color_depth():
ct = os.environ.get("COLORTERM", "")
if ct in ("truecolor", "24bit"):
return 24
term = os.environ.get("TERM", "")
if "256color" in term:
return 8 # 256 colors
return 4 # 16 colors basic ANSI
```