Architecture
August 6, 2026 · View on GitHub
The full mechanism behind img2threejs: how the staged pipeline runs, why it stays token-efficient, what each script does, and what artifacts you get out the other end. The README covers the pitch and quick start; this doc covers how it actually works.
Pipeline overview
The skill runs a staged sculpting pipeline. Scripts gate each stage; the agent's vision is the only thing that can approve a pass.
flowchart TD
A[Reference image] --> B[Probe and suitability gate]
B --> C[Pre-Spec Assessment: class, complexity, quality contract]
B -. when useful .-> A1[Optional mask, landmark and relative-depth evidence]
A1 --> C
C --> D[Author ObjectSculptSpec: components, materials, sockets]
D --> E{Validate and strict-quality}
E -- too shallow --> D
E -- ok --> F[Locked build passes]
F --> G[Generate Three.js factory: current pass only]
G --> H[Render in browser and screenshot]
H --> I[Package one side-by-side sheet]
I --> J{Agent vision review}
J -- score below threshold --> K[Self-correct: refine-spec or refine-code]
K --> F
J -- pass --> L{More passes?}
L -- yes --> F
L -- no --> M[Animation-ready Three.js model]
Material reference hand-off
Material identity is an executable sub-pipeline rather than prose in the spec:
named component region
-> verified crop + observation
-> material-reference.json resolver
-> reference-derived PBR maps and bounded prior
-> ObjectSculptSpec materialReference/materialPipeline
-> generated material userData and color-space-safe maps
-> multi-angle zoom/microscope capture
-> per-region comparator and bounded feedback
-> materialGate + material-pass unlock
forge/materials/reference.py is the runtime registry contract. The registry never decides from
colour alone and an ambiguous or low-confidence region remains probe/request-input. The
material gate also checks that UV/map bindings survive geometry, visual hull, skinning, collision,
morph and LOD changes. Existing specs without materialPipeline remain backward-compatible.
Build passes
The model is sculpted in a fixed order; a pass unlocks only after the previous one is reviewed and accepted:
blockout → structural-pass → form-refinement → material-pass → surface-pass → lighting-pass → interaction-pass → optimization-pass
Each pass has its own acceptance criteria. A pass is marked continue only with a real render, a comparison sheet, an agent-vision score at or above threshold, and every identity-defining feature at or above its own threshold.
For resumable work, forge/state.py stores an atomic JSON checklist around this pipeline. Profile
steps for character and cs2 are inserted before local spec authoring; correction counts are
bounded per pass and globally. forge/next.py --state reports the next ordered action and rejects
a positional spec that differs from the state artifact. This state index does not grant a pass:
the ObjectSculptSpec, render evidence, review history, and deterministic gates still decide.
The gates
- Suitability — is the image a viable 3D target at all.
- Pre-spec and strict-quality — blocks code generation until the spec is deep enough for the object's complexity (no single-root spec for a compound object).
- Screenshot feedback —
continuerequires a render plus a comparison sheet plus a passing vision score. - Action-ready — the model exposes a runtime hierarchy (pivots, sockets, colliders, destruction groups) via
root.userData.sculptRuntime. - Attachment correctness — child parts (handles, limbs, tubes) declare how they join their parent, so nothing floats in mid-air.
- Material and lighting realism — independent PBR channels and real lights, never albedo aliased into roughness.
Self-correction
After every pass the agent chooses exactly one action: continue, refine-spec, refine-code, request-input, or stop. refine-spec fixes a wrong or shallow spec and re-validates; refine-code fixes geometry, material, or lighting that does not match a sound spec.
Why it is token-efficient
Most image-to-3D agent loops burn tokens by asking the model to do mechanical work — re-reading the whole model every pass, scoring pixels, validating JSON by hand, re-running steps it already did. img2threejs pushes all of that into deterministic scripts and spends model tokens only where judgment is actually required.
- Scripts enforce, the model judges. The Python scripts handle validation, gating, spec authoring, PBR extraction, comparison-sheet packaging, and pipeline state. They never score visuals. The model's tokens go to one thing: looking at a single side-by-side sheet and deciding pass or fail.
- Zero dependencies, zero install churn. Every script is pure Python 3.10+ standard library. No pip, no PIL, no numpy, no Playwright. PNG read/write is done with
structandzlib. Nothing to install means nothing to debug in-context. - Pass-gated generation. The code generator emits only the currently unlocked build pass. The model does not regenerate or re-read the entire model on every iteration — each step is small and scoped.
- Fail fast, before codegen. A strict-quality gate blocks shallow specs before a single line of Three.js is generated, so you never spend tokens rendering a model that was underspecified from the start.
- One image per review. Each pass is judged from exactly one packaged comparison sheet (reference beside render), not a scattering of screenshots.
- Text output, not binaries. The result is diffable TypeScript plus a JSON spec — small, reviewable, and version-controllable, instead of multi-megabyte mesh files.
The net effect: you still get a faithful 3D model from an image, but the expensive model context is reserved for visual judgment and code, not bookkeeping. For the full per-stage and per-cycle token breakdown, see TOKEN_COST.md.
Scripts
| Script | Role |
|---|---|
stage1_intake/probe_image.py | Image metadata and obvious technical issues (not a visual check). |
stage1_intake/probe_glb.py | GLB provenance, bounds, scene inventory and conservative semantic-readiness assessment. |
stage2_spec/new_pre_spec_assessment.py | Classify the object, score complexity, emit a quality contract. |
stage2_spec/new_sculpt_spec.py | Author the ObjectSculptSpec from the assessment. |
stage2_spec/validate_sculpt_spec.py | Validate the spec; --strict-quality blocks shallow specs before codegen. |
stage1_intake/extract_pbr_evidence.py | Reference-derived PBR evidence per crop (inference, not inverse rendering). |
stage1_intake/material_region_analysis.py | Region crop admission, PBR extraction, and material-reference resolution. |
stage2_spec/apply_material_analysis.py | Material analysis to ObjectSculptSpec hand-off. |
stage3_build/orchestrate_passes.py | Locked pass state: status, check, sync. |
stage3_build/generate_threejs_factory.py | Emit the Three.js Group factory for the current unlocked pass. |
stage4_review/make_comparison_sheet.py | Package one reference-vs-render sheet for review. |
stage4_review/append_review.py | Record a per-pass review: scores, decision, evidence. |
stage4_review/material_views.py | Deterministic material camera/crop/microscope plan and capture readback validation. |
stage4_review/material_comparator.py | Per-region crop metrics and mismatch tags. |
stage4_review/material_gate.py | Blocking material acceptance and cross-pass compatibility gate. |
stage4_review/validate_render_profile.py | Validate the shared GLB/procedural renderer, camera and six-pass profile. |
stage4_review/compare_region_passes.py | Compare paired browser diagnostic passes and block unsupported per-region claims. |
stage4_review/cs2_review.py | Evaluate the blocking CS2 knife review contract and versioned scene thresholds. |
_shared/feature_acceptance_policy.py | Internal helper enforcing per-feature score thresholds. |
stage1_intake/build_detail_inventory.py | Slice the reference into zones and scaffold a detail inventory. |
stage1_intake/extract_landmarks.py | Overlay a landmark grid and scaffold an anatomy block for characters. |
stage1_intake/solve_camera_pose.py | Emit a reference-camera block so the render can be camera-matched. |
stage1_intake/delight_albedo.py | Approximate a neutral albedo from the photo before texture projection. |
stage1_intake/run_vision_adapter.py | Invoke optional isolated SAM2, MediaPipe, and Depth Anything evidence adapters. |
stage3_build/bake_projected_texture.py | Emit a projection/UV-bake descriptor for photo-texture projection. |
The grimoire/ folder holds the detailed rubrics each gate applies (validation, pre-spec assessment, procedural patterns, material and lighting realism, attachment correctness, action-ready models, self-correction).
What you get
- An
ObjectSculptSpecJSON: the full component tree, materials, repetition systems, sockets, and a recorded review history for every pass. - A TypeScript
createObjectNameModel(spec, options)factory returning aTHREE.Group, withroot.userData.sculptRuntimeexposing nodes, sockets, colliders, and destruction groups. - A render plus comparison sheets documenting the fidelity at each pass.