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osint/torso: helix-anchor codec (x265-for-gaussians), measured — 2.8× + free crisp colour#54

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AdaWorldAPI merged 1 commit into
claude/torso-anisotropic-mapfrom
claude/torso-helix-codec
Jun 24, 2026
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osint/torso: helix-anchor codec (x265-for-gaussians), measured — 2.8× + free crisp colour#54
AdaWorldAPI merged 1 commit into
claude/torso-anisotropic-mapfrom
claude/torso-helix-codec

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What

The Helix-anchor codec — "x265 for gaussians" — as a measurement tool that proves the design (anchor + motion + residual + helix scan) on the real torso splat before it's wired into the render/animation path.

Stacked on #53 (claude/torso-anisotropic-map) → auto-retargets as the stack merges.

tools/spl_codec.py maps the full x265 pipeline onto signals already in SPL2 + torso.nodes.json (zero new data):

x265 gaussian codec
scan order helix = 3D Morton of position = identity/GUID order (locality-preserving)
I-frame anchor FMA node (SoA centroid + per-node colour) — random-access per structure
motion vector gaussian offset from its node anchor
residual helix-ordered zig-zag delta of (motion, normal)
colour = anchor-predicted → 0 per-gaussian bytes (a node palette)

Measured (231,515 gaussians)

SPL2 raw : 4.86 MB  (21.0 B/gaussian)
SPL3     : 1.73 MB  ( 7.47 B/gaussian)  →  2.8× smaller   (zlib entropy stand-in)
colour   : EXACT, 887 B for ALL colour  (178-entry node palette)
position : round-trip RMSE 0.00001  (16-bit quant, effectively lossless)
node_row : RLE 35 KB / 231K gaussians  (structures contiguous in helix order)
streams  : motion 1.02 MB · normal 671 KB · rows 35 KB · palette 887 B

What it proves

  • "Crisp colours without overhead" is provably exact. Colour is fully predicted by the node anchor (per-structure flat), so it costs 0 per-gaussian bytes and cannot bleed across a structure boundary — crisp by construction. All colour for the whole torso = 887 bytes.
  • The anchor = node mapping gives random access (decode one structure from its anchor via the O(1) switch) and stops residual drift (each structure resets, like an I-frame).
  • Geometry is near-lossless at 16-bit; node_row RLE confirms structures are contiguous along the helix.
  • The normal stream (671 KB) is the clear optimization target — high-frequency, so octahedral encoding + a real range/CABAC coder (zlib is only the stand-in) is the next win.

Not in this PR (next increments, scoped in the plan)

  • octahedral normals + range coder (shrink the 671 KB normal stream);
  • decode SPL3 at cockpit load + anisotropic / edge-aware reconstruction (node_row-bounded + normal-oriented → crisp colours in the render);
  • animation: deform the node anchors → motion-skinned gaussians follow (Motion-Blender GS — the FMA partonomy is the rig).

This PR is the measurement that de-risks all three.

🤖 Generated with Claude Code

https://claude.ai/code/session_01TzqvDqbFRzyx17EkLKBoZF


Generated by Claude Code

tools/spl_codec.py — the "x265 for gaussians" the design converged on, as a
MEASUREMENT tool that proves the structure before it is wired into render/anim.

Maps the x265 pipeline onto signals already in SPL2 + torso.nodes.json:
  helix    = 3D Morton of position = identity/GUID order (locality-preserving)
  anchor   = FMA node (SoA centroid + per-node colour) = the I-frame, random-access
  motion   = gaussian offset from its node anchor
  residual = helix-ordered zig-zag delta of (motion, normal)
  colour   = ANCHOR-PREDICTED -> 0 per-gaussian bytes (node palette)

Measured on the real torso (231,515 gaussians):
  SPL2 21.0 B/g -> SPL3 7.47 B/g  =  2.8x smaller (zlib entropy stand-in)
  colour: exact, 887 B for ALL colour (crisp by construction, no boundary bleed)
  position round-trip RMSE 0.00001 (16-bit quant, effectively lossless)
  node_row RLE 35 KB / 231K (structures contiguous in helix order)
  streams: motion 1.02 MB, normal 671 KB (the target: octahedral + range coder)

Validates "crisp colours without overhead" exactly: colour is fully predicted by
the node anchor, so it costs 0 per-gaussian bytes and cannot bleed across a
structure boundary. Next: octahedral normals + range coder; decode-at-load +
anisotropic/edge-aware reconstruction; deform anchors -> animated anatomy.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TzqvDqbFRzyx17EkLKBoZF
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@AdaWorldAPI AdaWorldAPI merged commit 6d71023 into claude/torso-anisotropic-map Jun 24, 2026
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