The optimizer path is trying to do one slippery thing:
Lay a sheet of graph paper over the source image, imagine what each output cell ought to feel like, then force every final cell to choose a real source pixel nearby without letting the whole image turn into soup.
When it works, the result feels like the image finally committed to one lattice.
When it fails, this map is here to answer:
Where did the machine start negotiating with itself too much?
The first structural cut now gathers that cargo into `_OptimizerPrep` before snap and refine begin. That does not make the algorithm better by itself, but it makes the machine easier to see: preparation builds the map, snap and refine walk it.
The old k-means paint-by-number scout has been cut. It was letting coarse color partitions masquerade as geometry, and that did not fit the optimizer's core story.
## Stage 2: The optimizer lays down a regular UV grid
Functions:
-`_make_regular_uv(...)`
-`_make_patch_offsets(...)`
Key outputs:
-`uv0`
-`uv0_t`
-`offsets_t`
Meaning:
This stage drops the graph paper onto the mural.
`uv0` is not an optimized warp. It is a perfectly regular lattice built directly from:
- source width and height
- inferred output width and height
- inferred phase
Each output cell gets one normalized coordinate pair saying, "my center currently lands here."
Then `_make_patch_offsets(...)` builds a little stencil of nearby offsets around each center. Those offsets are used to ask, "what does the neighborhood around this cell center look like?"
## Stage 5: Snap every output cell to one real nearby source pixel
Function:
-`_snap_output_to_source_pixels(...)`
Key inputs:
-`uv_t`
-`representative_t`
-`source_reference_t`
-`source_reliability_t`
Key working variables:
-`candidate_x`, `candidate_y`
-`candidate_colors`
-`representative_match`
-`source_match`
-`base_energy`
-`desired_delta_x`
-`desired_delta_y`
-`desired_delta_diag`
-`desired_delta_anti`
-`selected`
Meaning:
This is the first moment the optimizer has to stop talking and actually place stones in the wall.
For each output cell:
1. it looks at a fixed `5x5` neighborhood of nearby source pixels around the UV center
2. it scores those real pixels against both portraits
3. it blends those portrait scores using `source_reliability_t`
4. it repeatedly asks whether the chosen pixel agrees with the colors its neighbors are choosing
5. it picks one real source pixel
The delta maps matter here.
They encode the desired color jump from one cell to the next:
- left to right
- top to bottom
- main diagonal
- anti-diagonal
Those desired jumps are themselves blended between:
- the soft representative portrait
- the hard source-detail portrait
Natural-language picture:
Snap is a mason walking across the empty wall, picking one real stone for each slot while glancing left, right, up, and diagonally to keep the joints plausible.
Then `_harden_binary_alpha_selection(...)` makes an extra binary decision for uncertain alpha cells:
- if this cell should really be foreground, force the best opaque candidate
- if this cell should really be background, force the best transparent candidate
That stops fuzzy half-alpha picks from surviving into the final raster.
## Stage 6: Expand the search space for refine
Functions:
-`_build_candidate_positions(...)`
-`_reference_match_energy(...)`
-`_blend_reference_delta_map(...)`
Key outputs:
-`candidate_x`, `candidate_y`
-`candidate_colors`
-`base_energy`
-`relax_base_energy`
Meaning:
After snap, the optimizer opens a larger local search window for each cell.
These candidates are not just a fixed square anymore. The builder also adds:
- the strongest edge peak for the cell
- gradient-guided offsets along the local edge direction
So the refine stage can reach sharper alternatives than the original snap neighborhood would have seen.
Each candidate now accumulates several costs:
- anchor match: how far it strays from the snapped output
- representative/source match: how well it fits the blended portrait story
- alpha match
- distance from the UV center
Natural-language picture:
Snap chose one stone per slot.
Now refine lays several nearby stones on the scaffold around each slot so it can ask whether a slightly different local arrangement would make a cleaner wall.
## Stage 7: Relax into a soft field before going fully discrete again
Function:
-`_relax_candidate_selection(...)`
Key variables:
-`probs`
-`context_colors`
-`final_energy`
-`relaxed_context`
-`handoff_energy`
-`mode_selected`
Meaning:
This is the optimizer taking a deep breath before it starts making hard yes/no choices again.
Instead of choosing one candidate per cell immediately, it keeps a soft probability distribution over the candidates.
At each relaxation step:
1. it computes the expected color for each cell from those probabilities
2. it scores every candidate against that soft neighborhood
3. it adds structure terms for adjacency, motif, and line continuation
4. it cools the temperature and sharpens the distribution
There are two families of structure terms here:
- anchor-facing terms: stay consistent with the snapped lattice
- source-facing terms: stay consistent with the hard source portrait
Natural-language picture:
This is wet plaster. Nothing is set yet, but the stones are starting to lean into a coherent arrangement.
At the end of relax, the optimizer keeps two things:
-`selected`: the best discrete choice after the handoff energy
-`mode_selected`: the pure modal choice from the soft distribution
That is the machine hedging its bets before the next stage hardens everything again.
## Stage 8: Greedy discrete refine
Function:
-`_discrete_refine_output(...)`
Key variables:
-`selected`
-`best_selected`
-`best_score`
-`candidate_energy(...)`
-`loss_history`
Meaning:
Now the optimizer goes cell-by-cell again, but with a richer energy than snap had.
It starts from:
- the relaxed handoff selection
- the relaxed mode selection
Then it repeatedly:
1. computes the current selected colors
2. scores every candidate against the current neighborhood
3. takes the per-cell argmin
4. measures the full structure score of the resulting lattice
5. remembers the best discrete state it has seen
The structure score in `_structure_score(...)` mixes:
- source-boundary agreement from direct source sampling
- adjacency agreement with the snapped anchor
- motif agreement with the snapped anchor
- line agreement with the snapped anchor
- adjacency agreement with the hard source portrait
- motif agreement with the hard source portrait
- line agreement with the hard source portrait
- a tiny representative-match tiebreaker
Natural-language picture:
This is the foreman walking the wall in passes, replacing one stone at a time wherever a better local fit appears, but still judging the whole wall by whether the mortar lines and repeated motifs feel right.
When refine finishes, it compares:
- the best greedy-refined state
- the relaxed mode state
and keeps whichever one has the better full structure score.
Then it hardens alpha again before producing the final `target_rgba`.
At the very end, the optimizer asks a brutally practical question:
Did all this extra cleverness actually make the result more faithful to the source lattice?
If not, it throws the refined answer away and keeps the snapped one.
Natural-language picture:
This is the supervisor looking at the finished wall and saying:
"Nice theory. But if the first honest stone placement was better, we are keeping that."
This guardrail matters because the refine stage is absolutely capable of making the wall feel smoother while also making it less true.
## What fits the machine
These parts fit the optimizer's core story:
- using a regular inferred lattice as the starting ruler
- building a soft representative portrait from local patch samples
- building a hard source-assignment portrait from the actual lattice ownership
- using per-cell reliability to blend those two portraits instead of always trusting one
- forcing snap and refine to choose real source pixels, not synthesized colors
- keeping snap if refine makes source-lattice fidelity worse
Those are coherent. They all serve the same broad goal: make one global lattice without drifting too far from real local source evidence.
## What does not fit the machine cleanly
These are the places where the optimizer still speaks in an overly complicated or self-contradictory voice:
- the machine still maintains two overlapping portraits of the same lattice and spends much of its complexity mediating the argument between them
- snap, relax, and refine all carry slightly different versions of adjacency, motif, line, and delta agreement; the same idea is being said three times with different accents
- the candidate generator is local and the solver is discrete, but the vocabulary around it still sounds like a continuous deformation engine
- the main entry point is now honestly named `optimize_lattice_pixels(...)`, the k-means boundary scout is gone, and prep is split from decision-making; those cuts removed three contradictions from the previous map