{
  "date": "2026-09-30",
  "timezone": "Asia/Shanghai",
  "price_basis": "2026-09-30 official Standard text-token rates; not actual billing",
  "rubric": {
    "dimensions": [
      "主体模型",
      "原场景材质光照",
      "运动与机械连接",
      "环境动态",
      "代码实现与资源",
      "交互与布局",
      "故障恢复"
    ],
    "camera_treatment": "单独记录，不混入建模与代码质量"
  },
  "score_precision": "不给百分制总分；发布本轮观察式排序、分维度依据及相近组，不推断模型总体排名。",
  "subjects": [
    {
      "order": 1,
      "id": "01a0f00b-09f8-74f1-be04-9d17eca6de6e",
      "title": "创建猫骑电动车的3D动画",
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      ],
      "quality": {
        "order": 1,
        "profile": "主体细节较强 · 场景较完整",
        "model": "猫脸、胡须、头盔带、围巾、分节尾巴、车镜、轮胎花纹和后载物齐全，侧面与背面也有交付细节；造型圆润且主题识别清楚。",
        "lighting": "有浅深海色、波纹闪光、天空渐变和日落混合；材质区分橡胶、金属与车漆，原场景光照与软色调协调。",
        "motion": "道路纹理、循环景物和两轮共用同一距离；猫与车使用相同上下起伏。直线行驶不需要额外转向。尾巴、围巾、眨眼和海鸟有独立小动画。",
        "implementation": "球体与方体复用；静态云、路段、车体按材质合并，车轮保留独立层级；水面主要在GPU着色器中变化。动画、镜头和光照分别封装。",
        "limitations": "静态合并会把部分几何展开为非索引形式，主体与海面规模较大；这属于资源取舍，未观察到本机运行阻断。每帧灯光混合创建Color对象，可缓存优化。",
        "recovery": "图形中断后暂停并显示‘重新出发’，恢复上下文后仍保留遮罩；提供重新加载入口，属于人工恢复流程。",
        "camera": "部分原镜头前景树干较抢眼，HUD浅底白字对比偏低。属于镜头/页面呈现建议，不据此否定主体模型或距离逻辑。",
        "recommendation": "希望猫与车细节较丰富，又希望本轮约16分钟完成，可以优先看这组。",
        "original_evidence": "原会话打开过桌面、近景与窄屏图，并做过浏览器检查和优化。",
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            "line": 85,
            "topic": "静态几何合并"
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            "line": 213,
            "topic": "故障提示"
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            "topic": "距离驱动姿态与景物"
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        "pause_froze_time": true,
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      "title": "创建猫咪海边骑行场景",
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      ],
      "quality": {
        "order": 2,
        "profile": "弯道运动实现较丰富",
        "model": "角色有脸部、条纹、头盔、耳朵和背后行李箱，车体轮廓与轮辐完整；统一角度下猫与车可辨识，没有依据把它笼统称为几何质量差。",
        "lighting": "环岛环境有房屋、灯塔、沙滩设施；海色层次、波纹闪光与晴日/日落切换完整，整体是清爽的卡通视觉。",
        "motion": "闭合曲线按弧长取点；根据曲率设置前轮转向与倾斜，前轮单独累积转弯行程，手爪随车把更新。尾巴由多段更新，围巾和眨眼持续变化。",
        "implementation": "静态环境按材质合并并释放原几何；主逻辑包含姿态、镜头和界面函数。当前环境合并只保留位置与法线，适用于现有无贴图静态材质，扩展贴图需保留UV。",
        "limitations": "手臂通过调整圆柱长度连接肩、肘与手爪，属于伸缩式连接，不是固定骨长的逆运动学。前轮行程修正和倾斜也属于动画近似，不能宣称完整车辆物理。主要脚本多处压在一行，可读性一般。",
        "recovery": "上下文丢失后停止更新并提示重新加载；上下文自动恢复后遮罩与contextLost标志仍保留，需要用户重新加载。",
        "camera": "环岛全景的主体较小，这是展示整个岛的视角选择；近景可检查猫与车。单独列为取景可读性，不扣主体质量。",
        "recommendation": "优先比较弯道、前轮与骑姿配合时，这组实现丰富；其本轮费用最高。",
        "original_evidence": "原会话提供桌面预览与verification记录。",
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        "lighting": "配色统一，天空、灯塔、帆船与浅色海面建立海边主题；水面高光与浅深层次较简单，这是原场景的材质/光照表现差异。",
        "motion": "距离驱动两轮和循环道路，猫与车共用rider层级保持连接；尾巴、头部、围巾、海鸟和船持续变化。属于符合需求的直线骑行实现。",
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        "limitations": "海水顶点高度改变后没有重新计算法线，照明仍按初始平面法线响应，波浪形状与光照变化关联不充分。动画主体集中在长函数中，不利于后续修改定位。",
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        "camera": "原窄屏默认与某些预设会受棕榈树遮挡。它是取景问题；本版将其移出主体与代码评价。",
        "recommendation": "在约5分钟交付的预算下，主体与核心逻辑已经达标。若继续完善，先改善水面光照与代码组织，再单独调整镜头。",
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        "lighting": "有天空、海面着色器与渐变日落，材质与主题一致；海面视觉较轻柔，是否优于5取决于对平静海面或强波纹的偏好。",
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        "implementation": "静态路段按材质合并并释放原几何；把骑姿、世界、光照和状态记录分成函数，复用部分临时向量；有完整轨道交互与键盘入口。",
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        "recovery": "图形中断后暂停并显示重新打开入口；本次上下文恢复后遮罩仍保留，采用人工重新加载的恢复流程。",
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        "recommendation": "动作细节、猫车连接和互动功能优先，建议与2一起比较；模型细节也与1相当值得看。",
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        "lighting": "海面有GPU波纹和闪光，配色清爽；近岸层次与环境细节比5更简单，属于风格与制作投入差异。",
        "motion": "2400个路径采样建立弧长表，二分查找距离对应角度，保证曲线路径的近似匀速；车辆按切线朝向，车轮按路程旋转。前轮没有单独转向与弯道行程修正。",
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        "limitations": "弯道中整车朝向变化而前轮不单独转向，是车辆运动的简化；不影响原需求达标，但机械细节不如2、6。主脚本压缩式排布，可维护性仍是原型水平。",
        "recovery": "丢失上下文时停止模拟并显示恢复提示；本次恢复后提示消失、运动继续，是原原七组中更完整的自动恢复路径。",
        "camera": "部分全景/竖屏主体较小，另有主动隐藏靠近镜头的棕榈树。这是镜头可读性的实现选择，不与模型细节混为一谈。",
        "recommendation": "原七组中费用最低；新增08和09折算更便宜。希望保留弧长路线和自动恢复时，这组仍是预算与可靠性的取舍。",
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      "quality": {
        "order": 9,
        "profile": "猫车细节较完整 · 验证较充分",
        "model": "橘猫有面部条纹、胡须、头盔、围巾和弯曲尾巴；珊瑚色车有前灯、车镜、轮辐、后灯、编织篮、纸袋与面包，较08细致。",
        "lighting": "海面使用GPU波纹与闪光，岸边泡沫变化；天空渐变、太阳、云群和灯塔形成海岸环境。柔和色调较统一，海天和远景的明暗层次仍比05简化。",
        "motion": "猫车面向−Z，景物向+Z循环；实际轮胎外半径0.435与轮转除数一致，轮胎底部位移和景物位移同向同量。直线行驶，手爪/脚爪为固定曲线造型，没有单独转向。",
        "implementation": "共享球体、方体并缓存材质；GPU海面、围巾小几何更新和法线重算分开处理。单HTML离线可用，有初始化失败提示、减少动画偏好和可观察状态，代码仍集中于一个较紧凑的IIFE。",
        "limitations": "没有曲线路径或前轮转向，天空云和帆船为静态远景；鸟有拍翼和小幅升降而无水平飞行。自定义上下文恢复采用刷新提示，未自动清除遮罩并继续模拟。",
        "recovery": "上下文丢失时暂停并提示刷新；底层恢复后仍保持暂停及提示，依赖用户刷新。",
        "camera": "本次默认桌面和窄屏可辨认主体，海景与控制栏完整；部分远景偏淡。取景大小和前景遮挡不计作建模缺陷。",
        "recommendation": "本样本$0.286、10:35完成；比08更细致且运动关系一致，适合较低费用的完整场景原型。07的弧长路线与自动恢复更完善，二者接近且侧重不同。",
        "original_evidence": "原任务打开了桌面和手机布局截图，并检查离线、运动、暂停、调速、视角与复位；本次采用独立检查重新核对。",
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      "quality": {
        "order": 10,
        "profile": "交互界面完整 · 模型与运动有明显缺陷",
        "model": "薄荷绿电动车有车镜、灯、轮辐和挡泥板；橘猫有胡须、头盔带、围巾与分节尾巴。但躯干和四肢偏细长，半球头盔覆盖双眼的大部分区域。统一主体图和正面近景可见，射线检查也确认头盔表面位于两眼前方，属于模型部件位置问题。",
        "lighting": "有渐变天空、太阳、海岛环路、棕榈和灯塔，海面由GPU着色器驱动；原海面呈明显长条交叉纹，地面大色块较平，海岸层次和主体比例不如前列作品。圆角控制栏、车速卡和窄屏布局较完整。",
        "motion": "车沿CatmullRom曲线按中心线弧长前进，前轮有转向。实际车轴向前移动时，轮胎底部因旋转也向前移动，静止路面上的无滑动滚动方向应与车轴平移相反，因此方向错误。轮胎外半径0.755，轮转使用0.64；相对程序记录里程的滚动量偏差17.97%。手爪固定，未随独立转向的车把更新。",
        "implementation": "src/scene.js按天空、海面、道路、车辆、猫、控制和更新函数分段；Three.js 0.180.0与esbuild 0.25.10生成三个静态文件，无React、SSR或后端。多对象复用材质，但主体77网格对应76份几何，几何复用有限；每帧路径、镜头函数分配临时向量。",
        "limitations": "暂停和减少动画偏好只停止行驶、轮转；头部、尾巴、围巾、海面、鸟和云仍更新。云每帧累加位移，同样1秒在120fps的位移为60fps的2倍；鸟高度也逐帧累加。三只鸟有拍翼和小幅升降，没有水平飞行。方向、半径与模型位置的问题已独立确认。",
        "recovery": "Three.js底层丢失/恢复事件可触发，恢复后画面继续；丢失期间距离仍推进，没有自定义暂停或恢复反馈。errorPanel只覆盖初始化失败。",
        "camera": "默认镜头从后方跟随，不能充分展示猫脸；侧拍和拖动可换角度。该预设取景单独记录；头盔覆盖双眼则在正面检查中仍存在，计为部件位置缺陷。",
        "recommendation": "这次45:49.622、Standard文本Token折算$4.5106；托管流程和源码同步重试增加复杂度，但不计入成品质量名次。先修滚动方向、半径、眼睛/头盔位置和逐帧累加，再考虑交付扩展。",
        "original_evidence": "原任务检查过桌面、窄屏、暂停和调速，但仍漏掉轮转方向与头盔位置。私密部署完成后，托管页浏览器访问未成功；本次独立验证公开的冻结本地原作品可离线运行，不能把原托管页访问失败归为作品无法运行。",
        "references": [
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            "line": 14,
            "topic": "减少动画仅停止行驶"
          },
          {
            "line": 422,
            "topic": "轮胎实际外半径0.755"
          },
          {
            "line": 602,
            "topic": "头盔与眼睛位置"
          },
          {
            "line": 612,
            "topic": "固定手爪与手臂"
          },
          {
            "line": 726,
            "topic": "弧长路线与前轮转向"
          },
          {
            "line": 745,
            "topic": "负向轮转与0.64除数"
          },
          {
            "line": 812,
            "topic": "飞鸟和云的逐帧累加"
          },
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          "pairCount": 90
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      "context_recovery": {
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        "strategy": "Three.js底层丢失/恢复事件可触发，恢复后画面继续；丢失期间距离仍推进，没有自定义暂停或恢复反馈。errorPanel只覆盖初始化失败。"
      },
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        "position_changed": true,
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      "source_evidence": {
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            "topic": "轮胎实际外半径0.755"
          },
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          },
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            "topic": "弧长路线与前轮转向"
          },
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            "topic": "负向轮转与0.64除数"
          },
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            "topic": "飞鸟和云的逐帧累加"
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      "workflow_review": "evidence/10-workflow-review.json"
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  ],
  "code_and_visual_review": {
    "assessment_basis": "查看实际源代码、同角度的主体模型、原场景真实动画、运行状态和故障恢复。镜头取景单独描述，不用于降低建模或代码评价。",
    "scoring": "撤下此前混合取景与模型质量的单一百分制评分。采用分维度结论；细小主观差异不能支持稳定模型排名。",
    "ambient": [
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        "order": 1,
        "bird_count": 6,
        "birds": "有身体与片状双翼，分别拍动；围绕各自位置缓慢盘旋、升降。",
        "sky": "天空渐变与太阳；11组云缓慢横向漂移；可切换日落。",
        "water": "GPU波浪、闪光与近岸泡沫变化。",
        "boats": "3条帆船随浪上下起伏和轻微摇摆。"
      },
      {
        "order": 2,
        "bird_count": 6,
        "birds": "有身体与椭圆双翼，分别拍动；环岛上方盘旋，方向随路径变化。",
        "sky": "15组远处云；云本身静态；晴日/日落改变环境色与灯光。",
        "water": "GPU海色、闪光与近岸浪纹，额外泡沫带缩放与透明度变化。",
        "boats": "3条帆船有上下起伏和摇摆。"
      },
      {
        "order": 3,
        "bird_count": 6,
        "birds": "以细杆构成展开翅膀；位置、高度与左右翅膀持续变化，造型更符号化。",
        "sky": "太阳、远岛与10组云；云本身静态，无日落切换。",
        "water": "CPU顶点波动与多条泡沫带位移；顶点变化未更新水面法线。",
        "boats": "1条帆船有上下起伏和摇摆。"
      },
      {
        "order": 4,
        "bird_count": 7,
        "birds": "细杆双翼拍动，位置随车辆前进并缓慢漂移；更偏背景符号。",
        "sky": "太阳、远山与11组云；云本身静态，无日落切换。",
        "water": "CPU几何波动并每3帧更新法线，泡沫带与闪光装饰。",
        "boats": "4条远处帆船为静态背景，随背景参照系平移。"
      },
      {
        "order": 5,
        "bird_count": 6,
        "birds": "有身体、喙与双翼轮廓；拍翼、升降和朝向变化，沿车辆附近飞行。",
        "sky": "渐变天空、太阳与远岛，无独立云层运动或日落切换。",
        "water": "GPU近岸泡沫、波纹、闪光与深浅海色，沿行驶方向保持连续。",
        "boats": "3条帆船合并到远景网格；无独立摇摆动画，远景分段循环。"
      },
      {
        "order": 6,
        "bird_count": 7,
        "birds": "有身体与片状双翼，独立拍动；按不同相位盘旋和升降。",
        "sky": "天空渐变、太阳；8组云缓慢横移；渐变日落与灯光变化。",
        "water": "GPU海水波纹与闪光，近岸泡沫顶点起伏和位置变化。",
        "boats": "3条帆船上下起伏和摇摆。"
      },
      {
        "order": 7,
        "bird_count": 9,
        "birds": "双三角翼为主，没有独立身体模型；拍翼和升降，群体位置沿道路跟随车辆。",
        "sky": "太阳、远岛与24组云；云本身静态，无日落切换。",
        "water": "GPU几何波动、海色与闪光，泡沫带起伏和透明度变化。",
        "boats": "没有帆船模型；帆船不在原需求中，不作为核心缺失扣分。"
      },
      {
        "order": 8,
        "bird_count": 7,
        "birds": "7个细杆V形鸟；有位置漂移与上下起伏，翼形不拍动。",
        "sky": "纯色天空与雾效；没有独立太阳球或云群。",
        "water": "CPU顶点波动，未重算水面法线；海面闪光条随景物循环。",
        "boats": "没有帆船模型；沙滩有遮阳伞和躺椅。"
      },
      {
        "order": 9,
        "bird_count": 6,
        "birds": "6个细杆双翼鸟；独立拍翼和小幅升降，水平位置保持不变。",
        "sky": "渐变天空、太阳、灯塔与14组静态云；没有日落切换。",
        "water": "GPU波纹/闪光、32组岸边泡沫位移和透明度变化。",
        "boats": "3条帆船为静态远景，没有随浪上下起伏或摇摆。"
      },
      {
        "order": 10,
        "bird_count": 3,
        "birds": "有简化身体和双翼，三只鸟拍翼、朝向变化和小幅升降；无水平飞行，高度逐帧累加、依赖帧率。",
        "sky": "渐变天空、太阳和云群；云每帧横移，120fps速度为60fps的2倍；无日落切换。",
        "water": "GPU顶点波浪与条带闪光，原画面有较明显交叉长条纹；近岸泡沫为静态环形线。",
        "boats": "没有帆船模型；环岛、灯塔与棕榈齐全，帆船不在原需求中。"
      }
    ],
    "common": [
      "十组均可打开并显示猫、车与海岸；08/10有已确认的运动逻辑错误。直线和弯道均符合原任务，不因功能数量不同扣核心达标分。",
      "十组的行驶采用时间增量。原七组与09的轮转检查通过；08/10的滚动半径和接触运动方向有错误。10的云位移与鸟高度逐帧累加，依赖帧率。",
      "代码均以一个主要脚本组织场景，是可以交付的网页原型；未验证为可长期维护的正式应用。第5、6组函数划分更清楚，但仍非模块化产品架构。",
      "暂停后仍持续渲染，便于拖动观察；10只停止行驶，海面、头部、尾巴、鸟和云仍动画。静止时可进一步按需渲染减少GPU工作。",
      "多组每帧构建小型Vector3/Color临时对象。可复用缓存，但本次高性能电脑没有测出由此造成的明显卡顿，不把优化机会写成已发生的性能故障。",
      "时间增量被限制在约0.05秒，第6组为0.06秒；低于对应帧率时模拟会放慢，不能称为严格保持墙钟速度的物理仿真。",
      "统一主体检查只保留猫与电动车，统一朝向、角度、取景占比和灯光，保留原几何与材质。原海面、环境光及整体风格仍以原场景评价。",
      "检查到的主体几何坐标均为有限数。网格/三角形数量用于说明实现规模，不作为质量分或通用性能排名。"
    ],
    "items": [
      {
        "order": 1,
        "profile": "主体细节较强 · 场景较完整",
        "model": "猫脸、胡须、头盔带、围巾、分节尾巴、车镜、轮胎花纹和后载物齐全，侧面与背面也有交付细节；造型圆润且主题识别清楚。",
        "lighting": "有浅深海色、波纹闪光、天空渐变和日落混合；材质区分橡胶、金属与车漆，原场景光照与软色调协调。",
        "motion": "道路纹理、循环景物和两轮共用同一距离；猫与车使用相同上下起伏。直线行驶不需要额外转向。尾巴、围巾、眨眼和海鸟有独立小动画。",
        "implementation": "球体与方体复用；静态云、路段、车体按材质合并，车轮保留独立层级；水面主要在GPU着色器中变化。动画、镜头和光照分别封装。",
        "limitations": "静态合并会把部分几何展开为非索引形式，主体与海面规模较大；这属于资源取舍，未观察到本机运行阻断。每帧灯光混合创建Color对象，可缓存优化。",
        "recovery": "图形中断后暂停并显示‘重新出发’，恢复上下文后仍保留遮罩；提供重新加载入口，属于人工恢复流程。",
        "camera": "部分原镜头前景树干较抢眼，HUD浅底白字对比偏低。属于镜头/页面呈现建议，不据此否定主体模型或距离逻辑。",
        "recommendation": "希望猫与车细节较丰富，又希望本轮约16分钟完成，可以优先看这组。",
        "original_evidence": "原会话打开过桌面、近景与窄屏图，并做过浏览器检查和优化。",
        "references": [
          {
            "line": 85,
            "topic": "静态几何合并"
          },
          {
            "line": 213,
            "topic": "故障提示"
          },
          {
            "line": 215,
            "topic": "距离驱动姿态与景物"
          },
          {
            "line": 236,
            "topic": "逐帧光照混合"
          }
        ]
      },
      {
        "order": 2,
        "profile": "弯道运动实现较丰富",
        "model": "角色有脸部、条纹、头盔、耳朵和背后行李箱，车体轮廓与轮辐完整；统一角度下猫与车可辨识，没有依据把它笼统称为几何质量差。",
        "lighting": "环岛环境有房屋、灯塔、沙滩设施；海色层次、波纹闪光与晴日/日落切换完整，整体是清爽的卡通视觉。",
        "motion": "闭合曲线按弧长取点；根据曲率设置前轮转向与倾斜，前轮单独累积转弯行程，手爪随车把更新。尾巴由多段更新，围巾和眨眼持续变化。",
        "implementation": "静态环境按材质合并并释放原几何；主逻辑包含姿态、镜头和界面函数。当前环境合并只保留位置与法线，适用于现有无贴图静态材质，扩展贴图需保留UV。",
        "limitations": "手臂通过调整圆柱长度连接肩、肘与手爪，属于伸缩式连接，不是固定骨长的逆运动学。前轮行程修正和倾斜也属于动画近似，不能宣称完整车辆物理。主要脚本多处压在一行，可读性一般。",
        "recovery": "上下文丢失后停止更新并提示重新加载；上下文自动恢复后遮罩与contextLost标志仍保留，需要用户重新加载。",
        "camera": "环岛全景的主体较小，这是展示整个岛的视角选择；近景可检查猫与车。单独列为取景可读性，不扣主体质量。",
        "recommendation": "优先比较弯道、前轮与骑姿配合时，这组实现丰富；其本轮费用最高。",
        "original_evidence": "原会话提供桌面预览与verification记录。",
        "references": [
          {
            "line": 115,
            "topic": "环境合并与释放"
          },
          {
            "line": 124,
            "topic": "弧长、曲率、转向和骑姿"
          },
          {
            "line": 161,
            "topic": "contextLost与恢复策略"
          },
          {
            "line": 164,
            "topic": "前轮行程累积"
          }
        ]
      },
      {
        "order": 3,
        "profile": "核心完整 · 交付最快",
        "model": "猫脸、头盔、胡须、尾巴、弯曲四肢、电动车轮辐、车镜和后载物都可清楚看到。统一侧面与背面检查支持‘主体建模完整’，不能因原树叶遮挡降低这一结论。",
        "lighting": "配色统一，天空、灯塔、帆船与浅色海面建立海边主题；水面高光与浅深层次较简单，这是原场景的材质/光照表现差异。",
        "motion": "距离驱动两轮和循环道路，猫与车共用rider层级保持连接；尾巴、头部、围巾、海鸟和船持续变化。属于符合需求的直线骑行实现。",
        "implementation": "保留在HTML内的紧凑脚本；没有静态网格合并，大量基础球体/圆柱单独创建。水面每帧在CPU移动约5757个顶点。",
        "limitations": "海水顶点高度改变后没有重新计算法线，照明仍按初始平面法线响应，波浪形状与光照变化关联不充分。动画主体集中在长函数中，不利于后续修改定位。",
        "recovery": "没有自定义上下文丢失提示；本次由Three.js恢复渲染后继续运动，但失去画面期间仍推进模拟时间。",
        "camera": "原窄屏默认与某些预设会受棕榈树遮挡。它是取景问题；本版将其移出主体与代码评价。",
        "recommendation": "在约5分钟交付的预算下，主体与核心逻辑已经达标。若继续完善，先改善水面光照与代码组织，再单独调整镜头。",
        "original_evidence": "原最终回复明确没有完成浏览器画面验收；本次补做后确认可运行，不把补测时间加回原耗时。",
        "references": [
          {
            "line": 19,
            "topic": "CPU水面几何"
          },
          {
            "line": 25,
            "topic": "统一rider层级与车轮"
          },
          {
            "line": 53,
            "topic": "距离、动画及水面法线更新缺项"
          }
        ]
      },
      {
        "order": 4,
        "profile": "简洁造型 · 核心逻辑完整",
        "model": "未带头盔的猫仍清楚满足主题；脸部、粉色耳内、胡须、眼睛、手爪与车镜齐全。整体圆润、车体较简洁，主体识别没有问题。头盔不在原需求中，不因缺少头盔扣分。",
        "lighting": "车漆与金属材质区分明确，有阳光投影与海上帆船；海面的材质层次较基础，泡沫与闪光更接近装饰性图形。",
        "motion": "rider真实向前移动，路段循环到车辆周围；两轮由距离旋转，猫车共用body摆动，连接稳定。海鸟、眨眼、围巾和尾巴动画齐全。",
        "implementation": "复用基础球体和方体；海面CPU形变与法线每3帧更新，减少每帧工作。许多场景物体独立绘制，代码的创建与更新逻辑高度集中。",
        "limitations": "webglcontextlost监听器挂在window并使用默认冒泡阶段，实际事件不冒泡，预期的‘画面已暂停’提示没有触发；本次上下文恢复后能继续渲染。此项是已验证的故障反馈缺陷，非镜头问题。",
        "recovery": "本次可由Three.js自动恢复画面，但自定义故障提示失效，且失去画面期间模拟继续推进。",
        "camera": "某些跟随预设的大路牌经过主体前方，手机控件较小；单独记录取景/交互建议，不影响猫车几何结论。",
        "recommendation": "本轮约7分钟完成，主体与基础逻辑完整；若作为常用展示，先修图形故障反馈与整理更新逻辑。",
        "original_evidence": "原会话有桌面、窄屏与浏览器checks记录。",
        "references": [
          {
            "line": 56,
            "topic": "共享骑乘模型层级"
          },
          {
            "line": 82,
            "topic": "距离驱动与循环路段"
          },
          {
            "line": 87,
            "topic": "海水法线每3帧更新"
          },
          {
            "line": 94,
            "topic": "挂在window的故障监听"
          }
        ]
      },
      {
        "order": 5,
        "profile": "原场景视觉较协调 · 结构清楚",
        "model": "猫较小巧，服装、头盔、面部和条纹清楚；车体、挡泥板、车镜、轮辐与投影完整。主体形象协调，但不能仅凭镜头更讨喜称其建模绝对优于1、2、6。",
        "lighting": "本轮原场景的海面层次、沿岸泡沫、波纹与闪光结合较协调，天空渐变、阳光和接触阴影共同形成较完整的视觉风格。",
        "motion": "累积车辆真实位置变化的距离驱动车轮，沿轻微弯曲路径移动并设置转向；前后轮共用路程，猫手臂未额外追踪轻微车把转角，是简化处理。",
        "implementation": "姿态、镜头、音效和渲染分别封装，状态集中；道路原型按材质合并再复用，海面在GPU做波纹变化；有移动端像素比/阴影设置与音效生命周期处理。",
        "limitations": "前轮转向时手部仍为静态连接，当前转向幅度很小，未在统一模型检查中看到明显脱握，不能声称有完整骑姿求解。主要脚本仍包含场景创建和所有业务逻辑。",
        "recovery": "有上下文丢失与恢复反馈，本次无需重新加载即可继续；丢失画面期间仍推进模拟，若需严格连续体验可冻结该期间模拟。",
        "camera": "原场景构图较协调；特定位置仍可能有前景遮挡。这是页面镜头表现，不作为建模绝对排名依据。",
        "recommendation": "原海景视觉与页面完成度优先，可以先看这组；机械动作细节再与2、6对照。",
        "original_evidence": "原会话有桌面预览、verification记录，并打开检查过成品。",
        "references": [
          {
            "line": 82,
            "topic": "道路/环境几何合并"
          },
          {
            "line": 367,
            "topic": "猫姿态与围巾"
          },
          {
            "line": 421,
            "topic": "交互与音效"
          },
          {
            "line": 465,
            "topic": "图形恢复反馈"
          },
          {
            "line": 478,
            "topic": "实际位移、转向与车轮"
          }
        ]
      },
      {
        "order": 6,
        "profile": "模型细节丰富 · 骑姿跟随较细致",
        "model": "脸部、头盔带、服装、分节条纹尾巴、后载篮、轮胎、车镜、灯具和仪表细节较丰富。正侧后方均有完整细节，主体塑造是这组的强项。",
        "lighting": "有天空、海面着色器与渐变日落，材质与主题一致；海面视觉较轻柔，是否优于5取决于对平静海面或强波纹的偏好。",
        "motion": "前后轮分别累积行程，带轻微转向、侧移和倾斜；手爪根据车把目标的世界坐标转回rider局部坐标更新。动态尾巴、围巾、眨眼与喇叭反馈丰富。",
        "implementation": "静态路段按材质合并并释放原几何；把骑姿、世界、光照和状态记录分成函数，复用部分临时向量；有完整轨道交互与键盘入口。",
        "limitations": "手爪位置跟随正确，但圆柱手臂随肩肘到手爪距离伸缩，并非固定骨长IK。gripError是代码的自测量，不是独立人体工学/穿插验收。主体网格较多，需要真实低性能设备验证才能定性能上限。",
        "recovery": "图形中断后暂停并显示重新打开入口；本次上下文恢复后遮罩仍保留，采用人工重新加载的恢复流程。",
        "camera": "全景主体较小、前景偶发遮挡，属于预设镜头呈现。统一模型检查后不会把这些现象转写为建模质量差。",
        "recommendation": "动作细节、猫车连接和互动功能优先，建议与2一起比较；模型细节也与1相当值得看。",
        "original_evidence": "原会话有browser-verification与桌面预览，并做过多轮检查。",
        "references": [
          {
            "line": 209,
            "topic": "静态合并与几何释放"
          },
          {
            "line": 504,
            "topic": "人工图形恢复"
          },
          {
            "line": 518,
            "topic": "世界/局部坐标转换与握把连接"
          },
          {
            "line": 594,
            "topic": "转向、前轮行程与渲染循环"
          }
        ]
      },
      {
        "order": 7,
        "profile": "弧长行驶清楚 · 自动恢复完整",
        "model": "橘色头盔、细长四肢和浅色猫形成与其余作品不同的风格；正侧后方的猫脸、尾巴、车座和车镜都可辨认，整体更简洁。",
        "lighting": "海面有GPU波纹和闪光，配色清爽；近岸层次与环境细节比5更简单，属于风格与制作投入差异。",
        "motion": "2400个路径采样建立弧长表，二分查找距离对应角度，保证曲线路径的近似匀速；车辆按切线朝向，车轮按路程旋转。前轮没有单独转向与弯道行程修正。",
        "implementation": "共享球体/方体，GPU海水、较小的围巾几何更新；路径换算封装清楚，动画与交互仍集中在主要脚本。带上下文恢复与可观察状态。",
        "limitations": "弯道中整车朝向变化而前轮不单独转向，是车辆运动的简化；不影响原需求达标，但机械细节不如2、6。主脚本压缩式排布，可维护性仍是原型水平。",
        "recovery": "丢失上下文时停止模拟并显示恢复提示；本次恢复后提示消失、运动继续，是原原七组中更完整的自动恢复路径。",
        "camera": "部分全景/竖屏主体较小，另有主动隐藏靠近镜头的棕榈树。这是镜头可读性的实现选择，不与模型细节混为一谈。",
        "recommendation": "原七组中费用最低；新增08和09折算更便宜。希望保留弧长路线和自动恢复时，这组仍是预算与可靠性的取舍。",
        "original_evidence": "原执行有一次275.897秒的失败浏览器检查，后来重试完成；该失败不能直接归因于成品代码。",
        "references": [
          {
            "line": 114,
            "topic": "弧长查表"
          },
          {
            "line": 136,
            "topic": "上下文丢失及恢复"
          },
          {
            "line": 138,
            "topic": "切线朝向、车轮及动画"
          }
        ]
      },
      {
        "order": 8,
        "profile": "成本最低 · 运动方向待修正",
        "model": "猫脸、耳朵、胡须、头盔、围巾、分节尾巴和后箱可辨认；手爪与握把贴合。车座、挡板和箱体以方块为主，模型细节比前列作品简化。",
        "lighting": "海岸、遮阳伞、棕榈和海面构成完整场景；浅色材质和较高曝光形成轻柔风格，CPU水面变形后没有重新计算法线，动态照明较基础。",
        "motion": "车头、猫脸和前轮指向+Z，但道路景物也向+Z移动；实测轮胎底部位移向−Z，与景物移动相反，接触运动不一致。轮转使用0.43，轮胎几何外半径为0.435，滚动行程偏差约1.16%。",
        "implementation": "单文件内置Three.js 0.180.0，基本交互可用；主脚本紧凑，几何和材质多数逐对象创建，缺少减少动画偏好处理及自定义图形恢复反馈。",
        "limitations": "运动方向不一致是源码及实际对象增量确认的问题，不是拍摄角度造成的错觉。水面法线、拍翼、资源复用和无障碍偏好也有改进空间；未修改原交付来掩盖这些差异。",
        "recovery": "Three.js底层恢复后继续运行；丢失期间仍推进模拟，没有自定义中断或恢复提示。",
        "camera": "原默认镜头在部分时刻被前景棕榈叶遮挡；单独记录取景问题。主体形状以统一朝向的正侧后截图比较。",
        "recommendation": "$0.141的费用折算最低，5:32交付也较快；需要先修正相对运动和滚动参数，不能仅凭便宜或可打开就认为动画逻辑正确。",
        "original_evidence": "原任务做了语法检查，但浏览器预览入口受策略限制，没有完成实际画面验证；本次补做离线、交互、几何和运动检查，补测时间不加回原任务。",
        "references": [
          {
            "line": 23,
            "topic": "轮胎外半径与车轴"
          },
          {
            "line": 34,
            "topic": "鸟形与固定翼"
          },
          {
            "line": 36,
            "topic": "交互及减少动画缺项"
          },
          {
            "line": 40,
            "topic": "景物、轮转与CPU海水"
          }
        ]
      },
      {
        "order": 9,
        "profile": "猫车细节较完整 · 验证较充分",
        "model": "橘猫有面部条纹、胡须、头盔、围巾和弯曲尾巴；珊瑚色车有前灯、车镜、轮辐、后灯、编织篮、纸袋与面包，较08细致。",
        "lighting": "海面使用GPU波纹与闪光，岸边泡沫变化；天空渐变、太阳、云群和灯塔形成海岸环境。柔和色调较统一，海天和远景的明暗层次仍比05简化。",
        "motion": "猫车面向−Z，景物向+Z循环；实际轮胎外半径0.435与轮转除数一致，轮胎底部位移和景物位移同向同量。直线行驶，手爪/脚爪为固定曲线造型，没有单独转向。",
        "implementation": "共享球体、方体并缓存材质；GPU海面、围巾小几何更新和法线重算分开处理。单HTML离线可用，有初始化失败提示、减少动画偏好和可观察状态，代码仍集中于一个较紧凑的IIFE。",
        "limitations": "没有曲线路径或前轮转向，天空云和帆船为静态远景；鸟有拍翼和小幅升降而无水平飞行。自定义上下文恢复采用刷新提示，未自动清除遮罩并继续模拟。",
        "recovery": "上下文丢失时暂停并提示刷新；底层恢复后仍保持暂停及提示，依赖用户刷新。",
        "camera": "本次默认桌面和窄屏可辨认主体，海景与控制栏完整；部分远景偏淡。取景大小和前景遮挡不计作建模缺陷。",
        "recommendation": "本样本$0.286、10:35完成；比08更细致且运动关系一致，适合较低费用的完整场景原型。07的弧长路线与自动恢复更完善，二者接近且侧重不同。",
        "original_evidence": "原任务打开了桌面和手机布局截图，并检查离线、运动、暂停、调速、视角与复位；本次采用独立检查重新核对。",
        "references": [
          {
            "line": 42,
            "topic": "轮胎外半径与车轴"
          },
          {
            "line": 61,
            "topic": "减少动画偏好及交互"
          },
          {
            "line": 66,
            "topic": "方向、轮转、海面与围巾"
          },
          {
            "line": 73,
            "topic": "图形中断与刷新恢复"
          }
        ]
      },
      {
        "order": 10,
        "profile": "交互界面完整 · 模型与运动有明显缺陷",
        "model": "薄荷绿电动车有车镜、灯、轮辐和挡泥板；橘猫有胡须、头盔带、围巾与分节尾巴。但躯干和四肢偏细长，半球头盔覆盖双眼的大部分区域。统一主体图和正面近景可见，射线检查也确认头盔表面位于两眼前方，属于模型部件位置问题。",
        "lighting": "有渐变天空、太阳、海岛环路、棕榈和灯塔，海面由GPU着色器驱动；原海面呈明显长条交叉纹，地面大色块较平，海岸层次和主体比例不如前列作品。圆角控制栏、车速卡和窄屏布局较完整。",
        "motion": "车沿CatmullRom曲线按中心线弧长前进，前轮有转向。实际车轴向前移动时，轮胎底部因旋转也向前移动，静止路面上的无滑动滚动方向应与车轴平移相反，因此方向错误。轮胎外半径0.755，轮转使用0.64；相对程序记录里程的滚动量偏差17.97%。手爪固定，未随独立转向的车把更新。",
        "implementation": "src/scene.js按天空、海面、道路、车辆、猫、控制和更新函数分段；Three.js 0.180.0与esbuild 0.25.10生成三个静态文件，无React、SSR或后端。多对象复用材质，但主体77网格对应76份几何，几何复用有限；每帧路径、镜头函数分配临时向量。",
        "limitations": "暂停和减少动画偏好只停止行驶、轮转；头部、尾巴、围巾、海面、鸟和云仍更新。云每帧累加位移，同样1秒在120fps的位移为60fps的2倍；鸟高度也逐帧累加。三只鸟有拍翼和小幅升降，没有水平飞行。方向、半径与模型位置的问题已独立确认。",
        "recovery": "Three.js底层丢失/恢复事件可触发，恢复后画面继续；丢失期间距离仍推进，没有自定义暂停或恢复反馈。errorPanel只覆盖初始化失败。",
        "camera": "默认镜头从后方跟随，不能充分展示猫脸；侧拍和拖动可换角度。该预设取景单独记录；头盔覆盖双眼则在正面检查中仍存在，计为部件位置缺陷。",
        "recommendation": "这次45:49.622、Standard文本Token折算$4.5106；托管流程和源码同步重试增加复杂度，但不计入成品质量名次。先修滚动方向、半径、眼睛/头盔位置和逐帧累加，再考虑交付扩展。",
        "original_evidence": "原任务检查过桌面、窄屏、暂停和调速，但仍漏掉轮转方向与头盔位置。私密部署完成后，托管页浏览器访问未成功；本次独立验证公开的冻结本地原作品可离线运行，不能把原托管页访问失败归为作品无法运行。",
        "references": [
          {
            "line": 14,
            "topic": "减少动画仅停止行驶"
          },
          {
            "line": 422,
            "topic": "轮胎实际外半径0.755"
          },
          {
            "line": 602,
            "topic": "头盔与眼睛位置"
          },
          {
            "line": 612,
            "topic": "固定手爪与手臂"
          },
          {
            "line": 726,
            "topic": "弧长路线与前轮转向"
          },
          {
            "line": 745,
            "topic": "负向轮转与0.64除数"
          },
          {
            "line": 812,
            "topic": "飞鸟和云的逐帧累加"
          },
          {
            "line": 828,
            "topic": "暂停后仍更新海面、头部和环境"
          }
        ]
      }
    ]
  },
  "quality_ranking": {
    "scope": "十个具体交付的Codex观察式评估，非盲评。原七组、后补两组及新增10分三批启动；每个配置只有一次样本，不代表模型总体能力排名。",
    "criteria": [
      "主体建模与细节",
      "原场景材质、光照与环境动态",
      "动画、运动与连接逻辑",
      "代码结构、资源处理与故障恢复"
    ],
    "weighting": "四项同等考虑，不发布伪精确的百分制总分。价格、耗时、拍摄遮挡不计入质量名次。",
    "order": [
      5,
      6,
      1,
      2,
      7,
      9,
      4,
      3,
      8,
      10
    ],
    "close_groups": [
      [
        5,
        6
      ],
      [
        1,
        2
      ],
      [
        7,
        9
      ],
      [
        4,
        3
      ]
    ],
    "items": [
      {
        "rank": 1,
        "order": 5,
        "headline": "海面与整体视觉最协调",
        "strength": "海浪闪光、材质与阴影层次",
        "code": "验证：图形中断可自动恢复",
        "limitation": "简化：转弯时两轮共用行程",
        "reason": "海景、模型与页面风格协调，代码结构清楚且有自动恢复；机械动作比2、6简化。"
      },
      {
        "rank": 2,
        "order": 6,
        "headline": "模型精细，骑姿跟随细致",
        "strength": "车把、猫爪与转向联动",
        "code": "源码：前后轮分开计算行程",
        "limitation": "简化：手臂长度随握把伸缩",
        "reason": "模型、猫车连接和环境动画丰富；原海面表现较轻柔，故障恢复采用重新加载。"
      },
      {
        "rank": 3,
        "order": 1,
        "headline": "猫车细节与海景都丰富",
        "strength": "轮胎花纹、围巾、分节尾巴",
        "code": "源码：静态网格按材质合并",
        "limitation": "代码取舍：故障后需重新加载",
        "reason": "主体细节、海景、日落和环境动态完整，静态合并较成熟；属于符合需求的直线骑行。"
      },
      {
        "rank": 4,
        "order": 2,
        "headline": "弯道机械细节更丰富",
        "strength": "前轮独立转向，猫爪随握把",
        "code": "源码：前后轮分别计算行程",
        "limitation": "简化：手臂伸缩，非固定骨长",
        "reason": "曲率、前轮行程与握把跟随丰富；主要脚本较紧凑，故障后需要重新加载。与1很接近。"
      },
      {
        "rank": 5,
        "order": 7,
        "headline": "弧长行驶清楚，自动恢复完整",
        "strength": "弧长路线，近似匀速行驶",
        "code": "验证：图形中断可自动恢复",
        "limitation": "简化：前轮未单独转向",
        "reason": "造型较简洁，但弧长路线和自动恢复完整；车辆机械和环境造型比前四组简化。"
      },
      {
        "order": 9,
        "headline": "低费用下的较完整模型与海景",
        "strength": "篮筐、头盔、条纹、海面与灯塔",
        "code": "实测：景物与轮胎接触运动一致",
        "limitation": "直线路线，图形中断后依赖刷新",
        "reason": "猫车和载物细节比基础组丰富，GPU海面、减少动画偏好和原自检较完整；直线机械、环境位移和自动恢复不如07，二者接近且侧重不同。",
        "rank": 6
      },
      {
        "rank": 7,
        "order": 4,
        "headline": "造型圆润，基础动画完整",
        "strength": "尾巴、围巾、眨眼都有",
        "code": "源码：海水法线每3帧更新",
        "limitation": "待改：图形中断提示未触发",
        "reason": "模型与动画完整，几何有复用并更新水面法线；代码组织和故障反馈有改进空间。"
      },
      {
        "rank": 8,
        "order": 3,
        "headline": "核心齐全，交付最快",
        "strength": "脸部、骑姿、车轮都完整",
        "code": "源码：轮转与行程一致",
        "limitation": "待改：水面变形后未更新法线",
        "reason": "五分钟内完成可用且完整的作品；水面照明和代码组织比其他组基础。原镜头遮挡未计入排名。"
      },
      {
        "order": 8,
        "headline": "折算最便宜，运动关系需修正",
        "strength": "猫车、海岸及基本控制完整",
        "code": "实测：轮胎接触位移与景物方向相反",
        "limitation": "另有1.16%滚动误差与减少动画缺项",
        "reason": "猫车内容和交互可用，但相对运动方向不一致，轮转使用的半径不等于实际外半径；法线、拍翼和减少动画处理也更简化。",
        "rank": 9
      },
      {
        "rank": 10,
        "order": 10,
        "headline": "界面完整，但模型与运动缺陷明显",
        "strength": "曲线环岛、三镜头、键盘与离线交付",
        "code": "实测：轮胎底部旋转位移与车轴平移同向",
        "limitation": "头盔遮眼、17.97%滚动量偏差、云移动依赖帧率",
        "reason": "界面与曲线路线完整，源码分段清楚；但头盔覆盖双眼、轮转反向且半径偏差较大，暂停仅停车，海面与主体比例也较基础。因此排在08后，建站流程与耗时不参与质量名次。"
      }
    ],
    "initial_seven_ranking": [
      5,
      6,
      1,
      2,
      7,
      4,
      3
    ],
    "initial_nine_ranking": [
      5,
      6,
      1,
      2,
      7,
      9,
      4,
      3,
      8
    ]
  },
  "prompt": "全新创建一个可直接运行的 Three.js 网页 3D 场景：内容是一个猫在海边马路上骑电动车的3D动画",
  "provenance": {
    "timing_and_usage": "原会话首个任务的本地完成记录；去重模型响应用量与累计用量、会话数据库交叉核对。公开的是聚合值，未公开聊天日志。",
    "service_tier": "not recorded; Standard is only the normalized price basis",
    "assessment": "Codex观察式成品及源码审查，非盲评，每个配置1次样本",
    "artifact_integrity": "01–09原单HTML与10原静态目录的全部文件、原ZIP及源码均按原字节保留；哈希逐文件验证。",
    "measurement_scope": "只计原任务耗时；本次追加评估与发布的时间和成本未加回原任务",
    "batches": "01–07约10:00启动；08–09约14:25启动；10为19:51:02单独启动的后补第三批。工具策略、依赖版本和环境未严格固定。",
    "supplemental_ids": [
      "01a0f0fd-0715-7f73-a913-3d67f6dfb8a8",
      "01a0f0fd-1fc6-7a42-adef-a1dd826cedd8",
      "01a0f227-5f89-7a23-b8da-2b2c22f71e81"
    ]
  }
}
