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# segmentation-flood
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Product demo / AI experiment primitive: a machine-vision read of a slotted
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subject. Translucent accent segmentation masks FLOOD onto 2-4 regions in
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scanline steps (rows arrive in 2-3 frame quanta: flood progress is
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quantized to frame steps before any row is drawn), each completed region
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gets a thin corner bracket plus a mono label chip, and a subtle HUD
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flicker (a deterministic 2-frame luminance toggle) rides the pass, then
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stops the instant the flood completes. Settles to a clean labeled read.
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4.5s authored, elastic HOLD (never time-scaled).
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Reference feel: the gmunk segmentation sheets (red masks flooding under
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HUD flicker), tokenized to the contract palette.
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## Mounting
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```html
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<div
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class="clip"
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data-composition-id="segmentation-flood"
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data-composition-src="./components/segmentation-flood.html"
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data-variable-values='{"regions":"Chassis, Payload, Horizon, Beacon","accent":"blue"}'
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data-start="0"
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data-duration="4.5"
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data-track-index="0"
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></div>
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```
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## Subject slot
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The subject is a slot. Place an inert template anywhere in the HOST page:
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```html
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<template data-slot="segmentation-flood-subject"> ...subject... </template>
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```
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Direct `img` / `video` children are stretched to cover the stage;
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arbitrary HTML fills it. A missing slot falls back to a token scene: a
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surface field with muted shapes seated where the default regions land.
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## Variables
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| id | type | default | notes |
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| -------- | ------ | ---------------------- | -------------------------------------------------------------------------------------------- |
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| regions | string | Figure, Signal, Ground | Comma label list; 2 to 4 used. One mask + bracket + chip per label. |
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| flood_at | number | 0.8 | Seconds when the pass starts. Clamped so the pass and any exit fit inside the clip. |
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| flicker | enum | on | on or off: the 2-frame HUD luminance toggle riding the pass. |
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| accent | enum | green | green maps to --brand, blue to --accent, violet to --accent-2. |
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| exit | enum | none | none holds the labeled read (frame roots own transitions); fade or up add a 0.45s departure. |
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## Choreography
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- 0.00s: the subject settles up quietly; no overlay.
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- flood_at: region 1's mask starts flooding top to bottom in quantized
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scanline rows (a brighter leading row, hairline gaps for texture);
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regions stagger 0.35s apart, 1.0s of flood each.
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- Each region completes: its corner brackets snap in and its mono chip
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rises on the same beat.
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- Flood end: the flicker window closes; brackets, chips, and masks hold as
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one clean labeled read.
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- HOLD: dead still, elastic with the clip duration.
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Sync point `flood` fires as the pass starts; align SFX to it.
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## Determinism
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Region geometry, per-region flood quanta (2 or 3 frames), and scanline row
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counts come from one table computed once at build from fixed LCG seed
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0x5e6f100d. One plain-object anchor tween feeds one painter that redraws
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every mask row and the flicker wash from scratch as pure functions of the
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timeline time; the flicker is on exactly when floor(frame / 2) is odd
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inside the flood window. Eventful seeks land identical frames in any order
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and either direction; the raster basis is the host box measured once at
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mount.
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