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{
"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": [
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"title": "创建猫骑电动车的3D动画",
"model": "gpt-6-astra",
"effort": "max",
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"completed_local": "2026-09-30T10:16:37+08:00",
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"time_to_first_token_ms": 8609,
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"uncached_input": 75210,
"api_standard_usd": 3.197128,
"credit_standard": 79.9282,
"fast_api_equivalent_usd": 6.394256,
"fast_credit_equivalent": 159.8564,
"recorded_tool_seconds": 65.67700028419495,
"estimated_model_response_seconds": 868.0920000076294,
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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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"topic": "故障提示"
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"line": 215,
"topic": "距离驱动姿态与景物"
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"line": 236,
"topic": "逐帧光照混合"
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"quality": {
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"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"
},
{
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"topic": "弧长、曲率、转向和骑姿"
},
{
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"topic": "contextLost与恢复策略"
},
{
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"topic": "前轮行程累积"
}
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"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。",
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{
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"topic": "共享骑乘模型层级"
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{
"line": 82,
"topic": "距离驱动与循环路段"
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{
"line": 87,
"topic": "海水法线每3帧更新"
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"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": [
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},
{
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},
{
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"topic": "交互与音效"
},
{
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},
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"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_rank": 10,
"configuration_label": "10 · GPT-5.6 Sol / max",
"wheel_relative_error": 0.1796874999999999,
"wheel_delta_error": 1.1979166666666616,
"keyboard_pass": true,
"reduced_motion_pass": false,
"observed_fps": 163.88989496470765,
"gl_renderer": "ANGLE (NVIDIA, NVIDIA GeForce RTX 4070 Laptop GPU (0x00002860) Direct3D11 vs_5_0 ps_5_0, D3D11)",
"qa_checks": {
"offline": true,
"motion_state_advances": true,
"pause": true,
"pause_all_animation": false,
"resume": true,
"keyboard": true,
"mobile_controls": true,
"drag": true,
"zoom": true,
"wheel_distance": false,
"rolling_direction": false,
"reduced_motion_all_animation": false
},
"studio": {
"studio": {
"angle": 0.85,
"bounds": [
5.485226129825442,
5.344016939522957,
2.2589744913616006
],
"pairCount": 90
},
"geometry": {
"meshes": 77,
"uniqueGeometries": 76,
"vertices": 5646,
"triangles": 7376,
"invalid": 0,
"materialTypes": [
"MeshStandardMaterial"
]
}
},
"context_recovery": {
"events": [
"lost",
"restored"
],
"stops_simulation": false,
"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。"
},
"birds_qa": {
"count": 3,
"position_changed": true,
"wings_changed": true,
"horizontal_flight": false
},
"source_evidence": {
"order": 10,
"configuration": "10 · GPT-5.6 Sol / max",
"sha256": "07030a324718bdf99acc426e36abf1b417b4b98d5f9b1b89061483e06c77fd00",
"copy_matches_original": true,
"review_links": [
{
"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"
}
],
"source_file": "code-sources/10.js"
},
"workflow_review": "evidence/10-workflow-review.json"
}
],
"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": [
{
"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"
]
}
}