169 lines
27 KiB
Markdown
169 lines
27 KiB
Markdown
# Portfolio visual QA
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Status date: 2026-09-03
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## Automated capture contract
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`tests/browser/visual-regression.spec.ts` renders the production client from validated public inputs and captures transient Playwright evidence; it does not commit machine-fragile pixel baselines. It asserts layout and perceptual invariants that would detect a materially blank, washed-out, over-saturated, overflowing, or content-obscuring composition.
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Required viewport captures:
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- 320×568 and 390×844 mobile portrait;
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- 844×390 mobile landscape;
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- 768×1024 tablet portrait;
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- 1280×720, 1440×900, 1920×1080, and 2560×1440 desktop.
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Required state captures:
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- default live scene at every viewport above;
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- Static and reduced motion;
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- audio running;
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- scene/media failure fallback;
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- optional social profiles missing;
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- Contact arrival.
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Each default viewport asserts:
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- no horizontal overflow and all primary surfaces inside the viewport;
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- dark professional composition with restrained chromatic accent coverage;
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- no panel background imagery, filters, glowing text, or content scanlines;
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- intentional widths for each desktop layout family, including 68% diagram/toolkit corridors and a 46% destination capped at 42rem, plus readable mobile single-column widths;
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- zero public project image/video elements while the approval-bound manifest is empty.
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Static receives a two-capture perceptual-stability assertion. Contact arrival must resolve the Contact heading, route HUD, `ARRIVED` state, identity, and visible email action together.
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## Automated evidence status
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| Area | Result |
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| ------------------------------------------ | ---------------------------------------------------------------------- |
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| Eight required viewport compositions | **PASS** in Chrome for Testing 151.0.7922.34 |
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| Static stability | **PASS**; average normalized two-capture difference stayed below 0.001 |
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| Reduced-motion poster | **PASS** |
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| Audio-running controls/composition | **PASS** |
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| Failure fallback | **PASS** |
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| Missing-social Contact fallback | **PASS** |
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| Contact arrival composition | **PASS** |
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| Current installed Chromium flash sequences | **PASS**; see `docs/accessibility/flash-analysis.md` |
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Focused evidence is generated by:
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```text
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npm run test:browser -- tests/browser/visual-regression.spec.ts
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```
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The final 2026-09-02 complete browser run passed 167 checks with 43 deliberate project/capability skips. Two desktop heading-focus geometry checks reached the correct target but timed out under the four-worker run; both files then passed 9/9 unchanged with one worker, including the two affected checks. The 16 visual checks ran once in the available current Chromium project; the duplicate mobile-project visual cases were skipped intentionally.
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The compact 320×568 capture initially revealed that the fixed drive controls occupied 43.5% of the viewport and obscured the opening content. The mobile-only control grid reduced that surface to 24.0%; a regression guard now caps it at 34%. After the trace-driven fixed section navigation landed, the captures exposed the decorative HUD intersecting the navigation at phone widths and the controls at 768×1024. A shared exact navigation-height variable now keeps the fixed navigation and visible compact HUD edge-adjacent, reserves their space in the header, and leaves the controls independent. The final measured bounds were 0–93px navigation and 93–125px HUD at 320×568, and 0–45px navigation and 45–77px HUD at 768×1024. Fixed-navigation focus now uses an inward standards outline so the indicator remains visible inside the viewport. Passive-section coverage now positions the target safely beyond the actual 35% activation line rather than relying on a relative `offsetTop` or exact fractional equality.
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A one-sampled-pixel accent floor was relaxed from 0.001 to 0.0005 after the capture remained visibly intentional and the original value missed by only 0.00002; the dark and maximum-accent limits remain unchanged.
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The final integrated review identified two high-confidence gaps. The GPU ledger now includes the composer and bloom render targets reported by the post-processing owner, and the infrastructure case study now includes a visible trust-boundary/request-flow key plus its adjacent text equivalent. The requested Contact wording was checked against the implementation plan and retained exactly because it already matches the approved current copy. The full runtime budget gate passed with no violations after recording the actual High-tier allocation, including 161,344,784 render-target bytes.
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The post-review resize pass now synchronizes the native navigation disclosure whenever the compact breakpoint changes: shrinking closes the overlay before it can cover the identity card, while widening restores the complete desktop navigator. The soundtrack's required user gesture is labeled `PLAY SOUNDTRACK` because the visual drive is already running and browser audio cannot begin before an explicit action.
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## Nightdrive reconstruction evidence
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The September Nightdrive convergence pass replaced the shallow procedural composition with a unified shader world and an original Blender-authored grand tourer. Exact opening captures are retained at 1440×900, 1280×720, 768×1024, and 390×844 under `docs/reviews/evidence/nightdrive-iteration/final/`, together with Infrastructure, Selected builds, Contact, acceleration, and Static states. The matching pre-change and reference captures remain in the adjacent `baseline/` directory.
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The continuity refinement is retained separately under `docs/reviews/evidence/nightdrive-iteration/refinement/`. It includes opening frames at 390×844, 844×390, 768×1024, 1440×900, and 2560×1440; acceleration and 700ms coast frames; a readable Profile sign; the same sign reconciled after a skipped target; an empty browser-error log; and the authenticated High-tier allocation trace. These captures specifically cover the portrait, short-landscape, tablet, standard desktop, and ultrawide cases that exposed finite haze/sky edges.
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The final live composition uses a 66° cruise FOV, a 79° maximum acceleration FOV, a 438-unit road/terrain depth, a 20.4-unit road-and-shoulder width, a 34-unit maximum side-ridge relief, and a 44-unit shader-sun radius. The atmosphere's base gradient and two horizon banks are now clip-space layers, so they cover every aspect ratio and every point in the camera's FOV range without exposing rectangular geometry. Three low-frequency silhouette bands bridge the sun into the procedural terrain, while one deterministic instanced roadside-anchor batch adds parallax without per-frame instance allocation.
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Terrain and road still share one wrapped world-distance state, but visible response no longer fans out from one undifferentiated acceleration value. Scroll velocity is normalized to viewport height, filtered with a 180ms attack and 1050ms release, and protected from delayed-frame spikes. A persistent render-dynamics owner applies separate attack/release curves to road flow, chase-camera response, streaks, bloom, and suspension. The camera position, look target, roll, and 66–79° FOV are damped; the car now has a dark contact shadow, road-level underglow, lower self-emission, and chapter-coupled key/fill lighting. The content layer and its approved geometry were not changed in this refinement.
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The sign controller still latches only one canonical next target and keeps its minimum readable dwell clock-driven. It now owns a transition generation, retargets only while concealed, starts a clean departure when the authoritative section has passed a readable sign, coalesces multi-section jumps without queueing, and preserves explicit-navigation, history-restoration, initial-positioning, reverse, reduced-motion, and Static suppression semantics.
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The original vehicle source is `assets/blender/nightdrive-grand-tourer.blend`. The optimized `src/assets/nightdrive-grand-tourer.glb` is 410,408 bytes, with 8 mesh/material groups, 11,560 triangles, no textures, and no animations. Its metadata records original authorship and no third-party providers or assets. The runtime hierarchy preserves the requested `chase-car`, `car-body`, `rear-glass`, `rear-light-bar`, and underglow names without per-frame traversal or hierarchy mutation.
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The pre-refinement Three.js DevTools profile measured 19 draw calls, 15,658 triangles, 4,490 lines, 160 points, 12 programs, 22 geometries, 22 materials, 2 textures, and approximately 1.5 MB of directly inspected scene memory. A five-second inspection recorded 8.1 ms average and 12.4 ms p95 frame time with no spikes or jank. That durable profile remains `docs/reviews/evidence/nightdrive-iteration/final/devtools-profile.json`; it is retained as the measured baseline rather than mislabeled as a new inspector capture. The refinement adds five deliberately bounded draw submissions by construction—three silhouette bands, one instanced anchor batch, and one car contact shadow—and the current automated browser/error and allocation checks pass.
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The refreshed authenticated 1440×900 High-tier allocation trace passed at device DPR 2 and renderer pixel ratio 1.5. It recorded 844,340 geometry bytes, 1,064,960 texture bytes, and 161,344,784 render-target bytes; the budget evaluator passed with no violations under its 32 MiB runtime allowance. Transfer checks also passed with a 221,206-byte first-live-scene payload after Brotli accounting. The focused 25-check scene, sign, responsive-visual, fallback, and flash-safety run passed completely. The longer scripted interaction trace was updated to the current icon-only controls and authenticated tier ledger, but this host's headless High/DPR path exceeded its 75-second harness timeout during CDP wheel dispatch, so no valid long-trace result is claimed from that run.
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The final ownership split remains deliberate. Blender should continue to own only the finite car because silhouette, bevels, clean normals, wheel forms, material groups, and LOD/export discipline justify authored geometry. Terrain, road, sky, horizon banks, distant silhouettes, roadside anchors, sun, stars, streaks, signs, camera, palette, and scroll response should stay in Three.js because they depend on infinite wrapping, dynamic text, responsive framing, reversible route state, and performance-tier control. The added depth layers strengthen that conclusion: their deterministic instancing, chapter coupling, and FOV-safe screen/world-space behavior would become less flexible as baked GLB scenery, while the measured geometry increase is only 2,996 bytes. No additional Blender export is justified.
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## Nightdrive cohesion continuation
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The 2026-09-03 cohesion pass is retained under `docs/reviews/evidence/nightdrive-iteration/cohesion-pass/`. Its `before/` directory preserves the five opening families captured before this pass; `final/` contains the corresponding 390×844, 844×390, 768×1024, 1440×900, and 2560×1440 openings plus dedicated cruise/acceleration horizons, opening/later-chapter suns, acceleration/release/coast particles, three reverse-scroll frames, sign approach/readable/departure/reconciliation states, Static and reduced-motion states, and empty browser-error logs. The supplementary later-chapter sun frame keeps the focal point unobstructed, while the first later-chapter frame proves that it remains subordinate when content crosses it.
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The investigation found four shared causes rather than unrelated tuning defects. First, the road, terrain, and atmospheric layers received a monotonic distance value but multiplied the accumulated phase by the current speed, so easing back toward cruise could make the computed phase decrease. Second, road and terrain geometry ended at the same `z = -410` plane, where opaque black distance fades formed a visible cap; the sun was also in front of the silhouette stack, preventing atmospheric occlusion. Third, sign lifecycle state and sign pose were split: reverse input could cancel a readable approach, target changes could cut short the 1,400ms dwell, departure assumed the dwell pose even when it began during approach, and resize immediately replaced live poses. Fourth, the original sign face used non-normalized shape UVs and then sat behind its replacement housing, which explained the blank/soft face independently of lifecycle behavior.
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The world now has one 794-unit depth contract (`z = 34` through `z = -760`) and one linear 330–705 fog interval shared by native materials and analytic shaders. Road and terrain extend through that envelope, converge through the same fog and horizon light, and no longer use an opaque black endpoint. Asphalt combines low-amplitude broad and fine deterministic variation with longitudinal wear, shoulder breakup, and restrained atmospheric pickup. Lane and shoulder contrast fade into the same horizon instead of disappearing at a separate boundary. The five final viewport captures and both 66° cruise/79° acceleration captures show no finite mesh edge, black cap, floating road, shoulder seam, or exposed camera angle.
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The sun is now a layered shader focal point at `z = -720`, with broad and fine internal variation, a shaded limb, restrained scan bands, a muted halo, and a separate horizon-light bleed. Distant silhouettes at `z = -675` write depth and partially occlude the disc; terrain edges, road pickup, fog, and chapter warmth use the same palette response. Opening and later-chapter evidence shows the richer disc without clipped edges, broad bloom, flare sprites, or content-competing saturation.
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The sign remains runtime-authored Three.js geometry. A clipped beveled housing, backplate, bracket, brace, narrow supports, and planted footing supply finite construction detail, while the 1024×288 mipmapped canvas face keeps chapter text sharp and runtime-owned. Cyan is limited to a small practical corner marker and amber to the route accent. The controller keeps one canonical target, lets concealed signs retarget immediately, preserves visible labels, defers stale departure until the minimum dwell expires, coalesces jumps, and starts departure from the actual current pose. Visible viewport changes are deferred until concealment, avoiding teleportation or revival. Focused browser evidence and `sign-lifecycle-trace.json` record only `Profile` through a forced multi-section jump (`staleLabelMutated: false`). Another Blender asset was not justified: the sign's dynamic text, lifecycle, responsive pose, and quality-tier behavior benefit more from stable runtime geometry than from a baked GLB.
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`travel-distance.ts` is now the only physical travel-phase owner. It advances from elapsed time, maintains an 18-unit-per-second forward cruise floor, adds filtered speed/energy response, caps delayed-frame contribution, and never subtracts document deltas. Road, terrain, streaks, anchors, and other travel uniforms consume that direct phase; scroll direction is still available to non-diegetic anticipation but cannot reverse the world. `forward-motion-trace.json` sampled six live WebGL distance uniforms 74 times while document scroll reversed from 1,800px to 1,280px. Every uniform remained monotonic, advanced through acceleration, release, coast, and reverse scroll, and had a positive minimum observed delta of approximately 2.772 units. Streak visibility is proportional and fades through release; deterministic jitter keeps anchor recycling outside conspicuous regions and avoids synchronized rows. The existing lateral waves were not changed.
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Fresh verification produced these results:
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- Type checking passed.
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- The complete unit/build gate passed 43 files and 525 tests; the focused world, sign-controller, and drive-controller run passed 64 tests in 3 files.
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- The complete four-worker browser matrix reported 172 passed checks, 43 deliberate skips, and one existing desktop heading-focus geometry timeout. That exact check passed unchanged in 2.9 seconds with one worker. The newly added sign/navigation cases passed unchanged in both desktop and mobile projects with one worker.
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- Deployment verification passed 9 tests in 3 files. Its first sandboxed attempt could not bind its local HTTP fixture (`EPERM`); the unchanged test passed when rerun with the required local-network permission.
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- The authenticated High-tier runtime budget passed with no violations at 1440×900, device DPR 2, and renderer ratio 1.5. It measured 748,476 geometry bytes, 1,589,248 texture bytes, 161,344,784 render-target bytes, a 33,554,432-byte non-render-target allowance, and 197,236,940 total accounted bytes. Peak scene-image concurrency was 1 and video concurrency was 0.
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- Transfer verification passed with a 222,464-byte Brotli-accounted first-live-scene payload. The environment chunk measured 699,501 raw / 145,875 Brotli bytes, application JavaScript 79,894 transfer bytes, and the unchanged authored car GLB 410,408 raw / 76,589 transfer bytes.
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- Browser console capture remained empty in both recorded checks. Static, reduced motion, WebGL failure/fallback, accessibility/keyboard, responsive, and flash-safety cases are included among the passing browser checks.
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- `git diff --check` passed.
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The unchanged 20-second interaction harness still does not yield a valid long trace on this host, so no interaction latency or frame-cadence result is claimed. Its independent mobile-low run loaded content under the prescribed throttle but stayed in `data-scene-state="loading"` beyond the fixed five-second scene-ready window. Its independent desktop-high run again reached the Toolkit CDP action but exceeded the fixed 75-second test timeout, matching the previously documented host behavior. Neither assertion or budget was weakened. The authenticated allocation trace, deterministic live-uniform trace, responsive screenshots, and browser assertions are the measured evidence for this pass; physical-browser, cross-engine, and audience checks remain outstanding below.
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## Nightdrive sign reliability and legibility pass
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The 2026-09-03 sign-only continuation is retained under `docs/reviews/evidence/nightdrive-iteration/sign-reliability-pass/`. Its [`README.md`](evidence/nightdrive-iteration/sign-reliability-pass/README.md) records the exact per-route candidacy/corridor mapping, lifecycle contract, responsive pose families, texture contract, measured face sizes, and evidence index. The supplied Profile-overlap scenario remains in `before/`; corrected left/right content relationships, five viewport families, DPR 1/2/3 states, Low/High tiers, lifecycle/adverse-input states, Static, reduced motion, and empty console evidence are separate and do not overwrite earlier review sets.
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The investigation identified shared controller, projection, and texture causes. Large deltas and multi-boundary samples were previously discarded before reconciliation; dwell was timed from the original latch instead of the first actual readable frame; every desktop sign inherited one right-side pose; a resize/quality rebuild omitted the latched responsive profile; the former departure could cross the camera plane; and the 1024×288 source did not match the face ratio and could be cached before the intended font was ready. These were fixed within the Three.js sign boundary. No content, CSS, navigation, HUD, control, car, road, terrain, sun, atmosphere, camera, or forward-motion redesign was introduced.
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The final controller accepts only forward passive-scroll candidates with motion enabled. A normal next route becomes eligible within 0.55vh; a boundary crossing resolves to the eligible route actually reached. Concealed labels may retarget, visible labels never mutate, jumps retain only the latest relevant pending target, and completed transitions cannot spam on small oscillations. The clock-driven phases are 300ms anticipate, 650–900ms approach, at least 1,400ms dwell measured from the first actual dwell frame, 700ms lateral/receding departure, and 350ms cooldown. A visible approach now completes approach plus the entire dwell even after reversal or passing its target; the refreshed trace observed 1,483.4ms between its first sampled dwell frame and departure after reverse input. Initialization, explicit/skip/direct navigation, history restoration, Static, reduced motion, and hidden-document transitions remain intentionally suppressed or reset.
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Route metadata places Profile, Additional work, and Toolkit in left/outer-left corridors; Experience and Contact in right corridors; and Infrastructure and Selected builds in outer-right corridors. The `wide`, `tall`, and `short` pose families are latched per lifecycle and survive scene-quality rebuilds. Browser projection assertions require the complete readable face to remain inside viewport edges and clear of the active panel, adjacent opening panel, navigation, controls, and HUD. Final measured face widths were 150.64px at 390×844/DPR 3, 134.49px at 844×390, 182.76px at 768×1024, 195.05px at 1440×900, and 312.09px at 2560×1440. The Profile and Experience desktop frames were measured on opposite sides of their corresponding content panels.
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The sign face is now an exact 4:1 plane with a 2048×512 sRGB canvas texture, trilinear mipmaps, linear magnification, and up to 8× available anisotropy. The bundled Geist Mono faces are awaited before the first draw, and the face bypasses tone mapping to avoid post-process color distortion. Every recorded dwell reported `fontReadyWhenDrawn: true`; source sampling headroom ranged from 6.56 to 15.23 texture pixels per rendered face pixel across the recorded viewport/DPR matrix. Label redraw and texture upload occur only when a concealed target changes. Geometry, materials, texture, projection vectors, and mounting remain stable render-owned objects; test-only projection inspection runs only in the authenticated test build.
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Fresh verification produced these final results:
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- The production build gate passed type checking, all 43 unit files / 538 tests, client and SSR builds, prerender verification, and the transfer check.
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- The focused controller test passed 30/30. The final focused controller/world/lifecycle/drive/resource group passed 179 tests in 5 files, including the strengthened visible-approach dwell assertions.
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- The final complete four-worker browser matrix passed 178 checks with 44 deliberate project skips and no failures. An earlier pre-final run produced one known desktop heading-focus timeout under load; the exact unchanged test passed with one worker in 2.1 seconds, and it also passed in the final four-worker matrix.
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- The focused desktop/mobile sign-and-journey run passed 13 checks with the one intentional duplicate responsive-matrix skip. Its responsive loop exercised the automatic Low cap at 390px, Medium cap at 768/844px, and High cap at 1440/2560px. The final complete matrix independently passed the same sign, passive-scroll, explicit-navigation/restoration, keyboard/accessibility, responsive, Static/reduced-motion, fallback, and flash-safety paths.
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- Deployment verification passed 9 tests in 3 files. Its sandboxed attempt could not bind the local HTTP fixture (`listen EPERM`); the unchanged suite passed with local-network permission.
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- The final authenticated 1440×900 High-tier allocation gate passed with device DPR 2 and renderer ratio 1.5. It measured 5,608,790 texture bytes, 748,476 geometry bytes, 161,344,784 render-target bytes, a 33,554,432-byte allowance, and 201,256,482 total accounted bytes. Peak scene-image concurrency was 1 and video concurrency was 0.
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- Transfer verification passed with a 222,897-byte Brotli-accounted first-live-scene payload. The environment chunk measured 701,690 raw / 146,308 transfer bytes, application JavaScript 80,343 transfer bytes, and the unchanged car GLB 410,408 raw / 76,589 transfer bytes.
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- `browser-console.json` contains an empty error array, and `git diff --check` passed before final review.
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The independent long interaction harness remains invalid on this host and no frame-cadence or input-latency number is claimed. Its desktop High/DPR run again reached the Toolkit target lookup but exceeded the fixed 75-second timeout; its mobile Low/DPR run remained in scene loading until the fixed five-second deadline and entered the tested static failure path. Neither timeout, assertion, scene-ready deadline, nor budget was changed. Three.js DevTools also reported no connected app for the final preview, so the earlier DevTools draw-call profile remains baseline evidence rather than being relabeled as a new result.
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No new Blender asset was justified. The finite authored car remains Blender-owned and unchanged. Dynamic sign text, route candidacy, lifecycle, responsive placement, road, terrain, atmosphere, sun, camera, and motion remain Three.js-owned. Physical-device, Firefox, Safari/WebKit, Edge, assistive-technology, and audience review remain the honest manual limitations below.
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## Direction review checklist
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- [x] Information uses near-black opaque panels rather than neon glass.
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- [x] Cyan and amber remain accents; content does not use glow or scanlines.
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- [x] Scene stays decorative and excluded from the accessibility tree.
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- [x] Clip-space sky and horizon banks cover portrait through ultrawide at both 66° and 79° FOV without a finite-plane seam.
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- [x] Road, terrain, anchors, and streaks consume one monotonically advancing travel phase and continue through reverse document input and coast.
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- [x] Road flow, camera, streaks, bloom, and suspension use independent persistent response curves and settle through a visible coast.
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- [x] Readable stale signs preserve their clock-driven dwell and depart from their live pose; concealed candidates may retarget; multi-section jumps do not queue or mutate stale labels.
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- [x] The desktop road corridor and alternating panels preserve the chase composition.
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- [x] Mobile becomes a readable single column and keeps the world subordinate.
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- [x] The original car is Blender-authored; the infinite road/world remain procedural Three.js and are not AI-generated project artwork.
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- [x] Systems and software each receive primary evidence sections.
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- [x] The infrastructure flow exposes a visible legend and a complete text equivalent.
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- [x] The GPU budget accounts for composer and bloom render targets without changing ownership or disposal.
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- [x] Contact remains a clear destination with email as the primary action.
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- [x] No unapproved project derivative is published; the manifest remains empty.
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The checked items above describe code/invariant inspection, not unsupported human audience approval.
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## Manual/platform review
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- [x] Inspect the generated current-Chromium captures at 100% scale for text collisions, clipping, accidental tangencies, and scene/content contrast.
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- [ ] Repeat in current Firefox, desktop Safari/WebKit, and Edge.
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- [ ] Repeat the named current/previous-stable browser matrix available to release CI.
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- [ ] Inspect portrait and landscape on the physical iPhone 13 and Pixel 6, including browser chrome and safe areas.
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- [ ] Execute NVDA+Firefox and VoiceOver+Safari scripts recorded in the accessibility documents.
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- [ ] Bind and inspect final project derivatives only after Luca approves exact hashes and confirms rights.
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- [ ] Complete the three-person audience record in `docs/reviews/audience-validation.md`.
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No unavailable platform or human checkpoint is silently converted into a pass.
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