Visual field guide · 34 screenshots

ForgeScene + Forge Valley

One research system, two real-time engines, and one hard rule: the scene has to survive an impartial visual judge, not just look good from a hero camera.

Three.js construction sitesUnity 6 natural landscape0–100 visual judgeNavigable views count

Two Arms, One Mission

The shared objective is not “generate a nice 3D scene.” It is to rebuild a photoreal source image in a real-time renderer and have an impartial judge score the match. ForgeScene uses construction-site photographs and a Match Score rubric. Forge Valley uses a natural-environment rubric, four camera views, and the weakest navigable view as the real score.

2rendering engines
0–100absolute visual score
4 viewsrequired for Forge Valley
85reference target score on the calibrated rubric
A hero shot is not the deliverable.

If the reconstruction breaks when the camera moves, it is not a real scene. That rule is why alternate views, orbit shots, fly-throughs, and the weakest-view score matter so much.

What The App Actually Contains

ForgeScene is already more than a renderer. The production surface exposes the experiment history, render gallery, interactive arena, semantic segmentation, hypotheses, progress, and the Unity build proof. Click any screenshot to open its full-page capture.

ForgeScene lab home page
Lab home

Round-by-round research notebook

The landing page explains the experiment, shows evidence, and keeps the research legible instead of hiding it in scripts.

ForgeScene render gallery
Gallery

Source and render inventory

A visual catalog of scene attempts, source photos, and generated evidence.

ForgeScene interactive arena
Arena

Interactive reconstruction

The browser surface is where a scene proves it can be explored, not merely screenshotted.

ForgeScene semantic segmentation page
Segmentation

Photo decomposition

The source image is broken into meaningful regions such as earth, rock, tree, sky, snow, and water.

ForgeScene hypotheses page
Hypotheses

What should improve the next round

Promising ideas and failed approaches remain visible so the system does not repeatedly pay for the same lesson.

ForgeScene tournament progress page
Progress

Tournament telemetry

Tracks the source set, generated assets, match activity, and judge-scale context.

ForgeScene detailed lab page
Detailed lab

The experiment is inspectable

Long-form evidence turns a black-box generation loop into a reviewable research record.

Forge Valley build status page
Unity proof

Build, budget, render, verdict

The page documents the Unity output and review evidence, but its iteration copy is stale and is not the current score authority.

The Three.js Arm

Each source photo becomes a “genome”: camera, environment, textures, and placed objects. The renderer captures alternate views. The judge compares them against the source on composition, inventory, lighting, texture realism, and depth. The orchestrator keeps what scores and rejects what does not.

Construction site source photo
Source photo. The photographic evidence the reconstruction must explain.
Generated front render
Generated front view. A reconstructed real-time scene, not a pasted image.
Front camera test
View 01

Front

Closest to the source composition. Necessary, but never sufficient.

Right camera test
View 02

Right

Tests object count, parallax, projection seams, and whether the world survives rotation.

Top camera test
View 03

Top

Exposes flat cards, repeated textures, floating geometry, and fake depth immediately.

Photo Decomposition

Semantic segmentation converts one flat image into a working inventory. Regions become masks, cutouts, texture candidates, depth hints, and scene-placement evidence.

Segmentation source image
Input

Source

The untouched image.

Semantic segmentation overlay
Interpretation

Overlay

Class boundaries reveal the scene inventory.

Semantic segmentation class map
Machine surface

Class map

The structured map feeds downstream reconstruction work.

Projected reconstruction comparison
Projection test

Depth from a single image

A useful experiment, but edge stretching and non-parallax backdrops remain visible failure modes.

Tracer reconstruction render
Alternative pipeline

Tracer render

Another reconstruction path used to test whether different geometry and texture strategies score better.

Early tournament render
Early round. Visible primitives, weak depth, and brittle projection.
Later tournament render
Later round. More coherent scene structure, but still judged on alternate-view failure.

The Unity Arm: Forge Valley

A Unity 6 High Sierra landscape assembled entirely through code, rendered headless, and validated before the command succeeds. The build includes terrain, erosion, creek, terrain layers, vegetation, production models, sky, atmosphere, lighting, camera framing, four captures, and hard budget checks.

Forge Valley photoreal reference
Photoreal direction target. Scores 85 on the same calibrated rubric. It is reference imagery, not Unity output.
Forge Valley Unity hero render
Verified Unity render. Last verified rubric high-water mark: 37 hero / 30 weakest navigable view.
Forge Valley lateral view
Navigation view

Lateral

The historic weak view. It reveals silhouette repetition, terrain tiling, and shallow atmosphere.

Forge Valley opposing view
Navigation view

Opposing oblique

Tests whether the ecology, creek, and depth work from the other side of the valley.

Forge Valley low fly-through view
Navigation view

Low fly-through

Exposes foreground material scale, shadow crush, water width, and sparse detail.

Asset + Material Experiments

The landscape is procedural, but the visual investigation still uses authored/scanned assets, generated source images, cutout studies, and model conversion. These tests are evidence about silhouette, coverage, tiling, and whether assets survive multiple viewpoints.

Pine candidate contact sheet
Selection test

Pine candidates

Candidate imagery for replacing repetitive single-family vegetation.

Pine cutout contact sheet
Cutout test

Alpha extraction

Tests whether branches and needles retain enough canopy mass after isolation.

Foreground tree cluster model preview
3D conversion

Foreground cluster

Model evidence for high-value near-camera vegetation.

Broad crown tree model preview
3D conversion

Broad crown

A silhouette family intended to break the monoculture.

Forge Valley panoramic skybox
Atmosphere

Panoramic sky

The environment map used to establish Sierra scale and distant depth.

High Sierra granite source
Terrain source

Granite scree

Generated source imagery feeding a PBR terrain layer.

High Sierra pine duff source
Terrain source

Pine duff

Ground material intended to tie forest cover to believable surface ecology.

Granite boulder cluster source
Production asset

Granite cluster

More credible silhouette and surface variation than stock geometry.

Manzanita shrub source
Ecology

Manzanita

A needed understory family for ecological variety.

Fallen pine deadwood source
Detail

Deadwood

Near-field breakup that also signals age, disturbance, and habitat.

What “Tests” Means Here

This app does not currently have a conventional automated unit-test suite. Its strongest tests are executable evidence loops: compile, build, render, inspect budgets, capture alternate views, measure image properties, append the ledger, and then run the calibrated visual judge. The distinction matters: a green build proves the pipeline ran; it does not prove the image is good.

1 · Build

TypeScript typecheck + Vite build for the web arm; Unity batch-mode scene generation for Forge Valley.

2 · Validate

Reject missing assets, invalid captures, triangle overruns, broken navigation views, and failed render output.

3 · Measure

Record triangles, stems, ground detail, dynamic range, highlight band, temperature separation, and tiling peaks.

4 · Judge

Score the render with the fixed visual rubric. For Forge Valley, the weakest of four views controls the outcome.

Metrics detect problems; they are not the goal.

Forge Valley has twice improved every recorded metric while making the image visibly worse. The image still has to pass human review and the calibrated visual judge.

EvidenceWhat it provesWhat it does not prove
Successful buildThe code compiled and the pipeline completed.Photorealism or navigability.
Metric improvementA measurable image property moved.The image looks better overall.
Hero scoreOne composition improved.The world holds up when explored.
Four-view judgeThe scene survived multiple cameras.A production 90; the rubric itself caps normal real-time work near 85.

Current Honest Status

The closed loop works and the project has a real body of evidence. The scene is not photoreal yet. The last completed judge run is iteration 83: 37 hero and 30 weakest navigable view. Iterations 91–95 built and measured but were never judged, so they cannot be claimed as improvements.

37last verified hero score
30last verified weakest-view score
85reference target score
91–95built, measured, not judged
PriorityKnown visual blockerWhy it matters
1Creek reads as a painted ribbonWater has scored 1–2/10 and the authored path cuts through terrain instead of following hydrology.
2Foreground cobble normal map is at the wrong scaleIt makes the ground read synthetic immediately.
3Vegetation is effectively a monocultureOne repeated silhouette depresses ecology, production-model, and detail scores together.
4Shadow crush in navigable viewsThe fly-through holds roughly 12% near-black pixels against 1.7% in the reference.
5Erosion leaves no depositional recordChannels exist, but alluvial fans and sediment behavior do not.
The biggest lesson was procedural, not artistic.

“Cannot leave the Built-in Render Pipeline” had been inherited through handoffs as fact. URP was already installed locally. Rechecking that assumption reopened roughly twenty points of ceiling that had been blocked for about thirty iterations.