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Unified manifold projection — one project(), many views (Phase 1.4).
Unified manifold projection (Phase 1.4, RENDERER_IMPLEMENTATION_PLAN.md) — one projection,
many views.
The renderer’s foundation is the 10D tensor manifold. A node’s place is decided once, by the
semantic-motor map 10D → 3D world (the same map projector.wgsl applies on the GPU;
crate::render::pga is its parity-tested CPU oracle). Every “view” — the 3D scene, the 2D
canvas — is then a projection of that same world point onto a target, not an independent
re-computation. This module is the single entry point that makes that explicit:
- [
manifold_world] — the shared step:Tensor10D → [x,y,z]world. - [
project] — that world point as the requested [ProjectionTarget] (3D volume, or its 2D planar shadow). One call, selectable view.
The 3D scene additionally applies the orbit camera (crate::render::camera) on top of the
world point; the 2D canvas uses the planar shadow directly. Both start from one project.
Enums§
- Projection
Target - Which view of the shared manifold world point to produce.
Functions§
- manifold_
world - The shared projection step — a 10D tensor node to its 3D world position via the semantic-motor
manifold map.
timedrives the animated bands (v/q); a spectator standpoint with full epistemic aperture is used (view-neutral). This is the parity-tested oracle ofprojector.wgsl. - project
- One projection, many views: project a 10D node through the shared manifold map, then select the
view.
Volume3Dyields the 3D world point;Plane2Dyields its 2D shadow (zzeroed). The two agree on(x, y)by construction — they are the same manifold point seen two ways.