# Memory Cinema — Complete Feature Reference Memory Cinema turns your real memory graph into a directed, narrated, infinitely- diving cinematic experience rendered as a 150,000-particle WebGPU compute storm. It is the dashboard's signature pillar. The whole thing is **dynamically imported only on launch** — the heavy WebGPU/TSL bundles never load for normal dashboard use. It boots a **separate WebGPU canvas** so the underlying WebGL graph (every current user's experience) is never touched — zero regression by construction. ## Architecture — the 8 modules | Module | Role | |---|---| | `pathfinder.ts` | Plans the narrative path through the real graph (a story, not a BFS dump) | | `topology.ts` | Extracts graph signals (betweenness, contradictions, surprise, decay) | | `auteur.ts` | The director's brain — a typed cinematography grammar + shot-plan contract | | `narrator.ts` | Captions — 3-tier narration (LLM / local / deterministic) | | `director.ts` | The camera runtime — executes the shot plan frame-by-frame | | `sandbox.ts` | The isolated WebGPU stage — renderer, camera, selective bloom | | `storm.ts` | The 150k-particle GPU compute storm — physics, geometry, color, immersion | | `components/MemoryCinema.svelte` | The orchestration overlay — input, dream mode, UI | ## Tier 1 — the narrative path (`pathfinder.ts`) The bulletproof core that always runs, using only the nodes + edges the backend returns. It plans a story: start at the origin (focused memory) → visit its strongest-weighted connections → detour to a contradiction edge if one exists (tension = interesting) → end on a recently-created node ("where the mind is now"). Each stop is a beat with a `kind` (origin/connection/contradiction/recent/bridge/ surprise). Falls back to weighted BFS. No LLM, no WebGPU, no network — if everything else fails this alone produces a coherent, watchable flythrough. ## Tier 2 — graph signal extraction (`topology.ts`) Pure statistics over the real `/api/graph` data, computed once per launch: - **Brandes betweenness centrality** — the most load-bearing memory (graph keystone) - **Connected-component clustering** - **Contradiction detection** + **merge/supersede detection** - **Surprise score** (shared neighbors yet low edge weight = non-obvious link) - **Recency rank**, **FSRS retention**, **suppression pressure** ## The Auteur — the director's brain (`auteur.ts`) A real cinematography grammar applied to your memories. The director (LLM Tier-1 or a deterministic rule table Tier-2) produces a `DirectorPlan`: typed `Shot`s, each grounded in a real node and justified by a real metric. - **Moves:** push_in, pull_back, orbit, crane, whip_pan, rack_focus, hold - **Angles:** low = look up (power), high = look down (decay), eye - **Cuts:** fly, hard_cut, match_cut - **Per shot:** dutch roll, standoff, flight/dwell seconds, spring half-life, intensity, tension (0–1) - **Three acts** (I/II/III), an **emotional arc** (man_in_hole, rags_to_riches, icarus, cinderella, oedipus, flat), a **caption tone**, a **score cue** - A **required `why`** per shot citing the real graph metric - **Carry-forward semantics:** sparse/half-hallucinated plans always resolve to a coherent film. ## Narration (`narrator.ts`) - **Tier 1:** backend LLM (`/api/narrative`) or opt-in on-device model (lazy-loaded only when "Local AI" enabled; never downloads weights unprompted). - **Tier 2:** deterministic structured captions from real data — instant, no network. - **Tier 3:** can't fail — falls back to Tier 2. - Optional voice via `speechSynthesis`; typewriter caption stream (instant under reduced-motion). ## The 150k-particle storm (`storm.ts`) 150,000 particles whose physics run entirely on the GPU via Three Shading Language compute nodes. One particle pool, one compute kernel, ~32 uniforms. ### The 7-beat world journey Each beat is a unique world — particles aren't swapped, only the forces (uWorld selects; uBlend crossfades over ~1s): 0 nebula mist (curl-noise flow) · 1 orbital anchor (cross-product spin) · 2 strange attractor (Thomas) · 3 detonation void · 4 crystal lattice (voxel snap) · 5 fluid galaxy (curl + swirl) · 6 phyllotaxis bloom (Vogel sunflower). ### The impossible-geometry form pack (dream worlds 7–11) Forms nobody renders as living particles, mapped over a (u,v) manifold grid (387²) so they read as a sculpted skin, not spaghetti: 7 supershape (3D superformula) · 8 Calabi–Yau (6D string-theory manifold, 4D→3D projection; α rotates through the 4th dimension) · 9 Boy's surface (non-orientable minimal immersion) · 10 Aizawa attractor shell · 11 gyroid↔Schwarz-D (triply- periodic minimal surface morph). Inline complex-math + hyperbolics (sinh/cosh expanded via exp; absent in three@0.172). ### Color - Full-spectrum iridescent palette (per-particle phase + radial shells + spatial bands + time + global drift). - Per-world cosine (IQ) palettes — each world a distinct identity. - **The Color Blast:** a long-lived uBlast envelope (~2.8s, decoupled from the fast physics burst so color outlives the shockwave) drives an outward spectral- dispersion wave (uBlastTime; prism order) over a blackbody ember core. Spectrum dominates (reads rainbow, not white); capped at 0.6 mix. - **Jarring inner/outer clash:** the nested figure and shell use opposing color universes (ice↔fire, acid↔blood, gold↔violet, mint↔crimson, electric↔gold); uClash cycles the pair every beat. ### 3D-within-3D nesting ~34% of particles form a second, smaller, counter-rotating figure (a different world, ~52% scale) inside the outer shell — a figure within a figure. ### Anti-white-out / "solid" systems - Rim glow (Fresnel): bright edges, dim readable center. - Emissive routing: the rainbow goes to BOTH colorNode and emissiveNode (the selective bloom reads emissive — the original white-out was an unset emissive). - Hollow-shell spawn (the old tiny dense ball flashed white on frame 0). - Act/beat-aware brightness (uActDim): beats 0/1 fade in soft, Acts II/III blaze. ### The immersion stack - **Infinite Droste zoom** (uZoomPeriod/uLambda/uZoomOn): the cloud dives inward forever. Two layers ride offset phases of fract(uTime/T); the outer grows pow(λ, phase) then snaps back invisibly (λ=1.923=1/0.52 makes inner→outer exact); the inner promotes by λ to become the next shell; a fresh inner spawns inside. A sin(phase·π) seam cross-fade in rimFactor makes each layer transparent at its snap → zero pop, seamless loop. Particle-space, not a camera dolly. - **Velocity-stretch flythrough** (uCamVelView/uStreak/uMaxStretch): sprites stretch along screen-space camera velocity into warp streaks; the camera clamp floor relaxes (30→6) so it plunges inside the shell. - **DOF + volumetric fog** (uFocus/uFocusRange/uDofDim/uFogDensity): off-focus particles dim (bokeh under bloom) + exp-falloff fog tints the far field → 3D atmospheric depth; rack-focus tracks the dive. All folded into a single depthFade Fn (three@0.172 constraint: positionView may be read from only ONE Fn per material output or the node-builder stack-overflows). - **Interactive parallax** (overlay): pointer orbits, scroll/pinch zooms, damped; composed onto the director's base pose; idle eases back to 0; the sandbox re-clamp means framing can't break. ### Physics safety Hard velocity clamp, strong damping, boundary snap, dt clamp, serialized compute dispatches. ## Endless dream mode When the 7-beat tour ends, instead of freezing it drops into an infinite generative loop (`dreamBeat()` every ~5.5s): a fresh random procedural figure (worlds 7–11, new uMorphSeed → never the same twice), uChaos ramps up so each is wilder than the last, a random clash pair, full color blast, infinite zoom + flythrough on. Overlay shows "∞ Dreaming." Never idle. ## The stage (`sandbox.ts`) - Separate WebGPU renderer + scene + PerspectiveCamera (clamped to a safe distance band, always lookAt(origin) → the storm can never leave frame). - Selective MRT bloom — blooms only the emissive channel against a clean void; falls back to a plain pass if MRT is unavailable on a driver. - Per-frame camera-velocity tracking (one Vector3, zero compute) feeding the streak. - Pass-throughs: setZoom, setStreak, setFlythrough, setCameraVel, setContainRadius. ## Overlay & UX (`MemoryCinema.svelte`) - Fullscreen launch, staged status (idle → planning → playing → done). - Pre-roll "Director's Plan" card (logline + arc). - Live captions, beat chips, director's-note ("why," citing a real metric), act indicator, tension sparkline, progress bar. - WebGPU / Auteur / Live-captions badges; Voice + Local AI toggles. - `H` hides all chrome for clean demo capture (faint restore hint; `body.cinema-open` hides the graph page's stats pill; overlay z-index 200). - Replay on completion. - Graceful degradation: if WebGPU is unavailable or render fails 3× consecutively, drops to camera-only (captions still play) — never stalls. - Reduced-motion fully honored: no parallax listeners, zoom/flythrough/streak gated off, jump-cuts instead of flights, instant captions. ## Protection contract On the shared graph page, `` is wrapped in a clearly-commented `PROTECTED MEMORY CINEMA — DO NOT MODIFY` boundary so the graph-control overhaul and the cinema engine stay visibly distinct.