Broaden phase realign and add unmatched-beat recovery
- Phase realign for matched results: drop the "long scene" gate (>1.6x segment, >=6s) in favor of "scene has any meaningful slack beyond the segment". Already-confirmed segments in tight scenes are still skipped to protect strong matches. A repair is only committed if the new score is not meaningfully worse than the original (>=score-0.02). - Recovery stage for unmatched beats: vibe-check (CV) feeds top-K candidate scenes into the semantic action-window search; CV alignment + vision phase validate gate decide whether the candidate becomes a provisional match. Beats without scoreable visual content (logos, title cards, full fades) remain unmatched by design. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -632,6 +632,166 @@ def _merge_best_results(existing: list, candidates: list, cfg) -> list:
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return sorted(by_id.values(), key=lambda r: r.beat_id)
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def _recover_unmatched_beats_via_vision(results: list, beats: list, cfg) -> list:
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"""Try a vision-led search for beats that ended up without a match.
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For each unmatched beat that has scoreable visual content (i.e. not pure
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fade/title-card material), this pass:
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1. Asks the vibe-check (CV histogram + pHash) for the top-K candidate
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scenes.
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2. For each candidate, runs the semantic action-window search with the
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beat's own description, prefering windows whose phase matches the
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visible part of the beat.
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3. Refines the in-point with the regular CV content/motion aligner.
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4. Validates the resulting window with the vision phase check, exactly
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like the main filter.
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5. Adds the best validated candidate as a provisional MatchResult.
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Confirmed and provisional matches both stay subject to the same thresholds
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used elsewhere; this only adds matches that pass the same quality gates.
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"""
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if not cfg.vision.enabled or not beats:
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return results
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from dataclasses import replace
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from src.cv.global_scan import align_in_point_by_content_and_motion, estimate_usable_source_duration
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from src.cv.scene_indexer import build_scene_index
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from src.cv.vibe_check import run_vibe_check
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from src.core.models import MatchResult
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from src.llm.vision_cache import find_action_window_in_scene, validate_match_window_with_vision
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logger = logging.getLogger(__name__)
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matched_ids = {r.beat_id for r in results}
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unmatched = [b for b in beats if b.beat_id not in matched_ids]
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if not unmatched:
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return results
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scenes = build_scene_index(cfg)
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if not scenes:
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return results
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new_results = list(results)
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for beat in unmatched:
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try:
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islands = _reference_scoreable_segments(beat, cfg)
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except Exception:
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islands = []
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if not islands:
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# Pure fade/title material — no recovery possible by design.
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continue
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# Use the longest visible island as the target for the recovery search.
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anchor_start_s, anchor_end_s = max(islands, key=lambda iv: iv[1] - iv[0])
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from dataclasses import replace as _replace
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anchor_beat = _replace(
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beat,
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start_s=beat.start_s + anchor_start_s,
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end_s=beat.start_s + anchor_end_s,
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)
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try:
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hits = run_vibe_check(
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beat,
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scenes,
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top_k=max(cfg.cv.deep_scan.scene_seed_top_k, cfg.cv.vibe_check.top_k_candidates),
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hist_method=cfg.cv.vibe_check.hist_compare_method,
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phash_max_distance=64,
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)
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except Exception as exc:
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logger.warning("Beat %d: recovery vibe-check failed (%s)", beat.beat_id, exc)
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continue
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scenes_by_id = {s.scene_id: s for s in scenes}
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best = None # (score, scene, in_s, dur_s, reason)
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seen = set()
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for hit in hits[: cfg.cv.deep_scan.scene_seed_top_k]:
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scene = scenes_by_id.get(hit.scene_id)
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if scene is None or scene.scene_id in seen:
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continue
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seen.add(scene.scene_id)
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try:
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found = find_action_window_in_scene(anchor_beat, scene, cfg)
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except Exception as exc:
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logger.debug("Beat %d: action window failed for scene %d (%s)", beat.beat_id, scene.scene_id, exc)
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continue
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if found is None:
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continue
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start_s, end_s, semantic_score, reason = found
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window_s = max(3.0, min(8.0, (end_s - start_s) * 4.0))
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try:
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aligned_in_s, combined_score, content_score, motion_score = align_in_point_by_content_and_motion(
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anchor_beat,
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start_s,
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cfg,
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search_window_s=window_s,
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)
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except Exception as exc:
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logger.debug("Beat %d: align failed for scene %d (%s)", beat.beat_id, scene.scene_id, exc)
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continue
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aligned_in_s = max(scene.start_s, min(aligned_in_s, max(scene.start_s, scene.end_s - anchor_beat.duration_s)))
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try:
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usable_duration_s, usable_score = estimate_usable_source_duration(anchor_beat, aligned_in_s, cfg)
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except Exception:
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usable_duration_s, usable_score = anchor_beat.duration_s, 0.0
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usable_duration_s = max(0.0, min(anchor_beat.duration_s, usable_duration_s))
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if usable_duration_s < max(0.32, anchor_beat.duration_s * 0.45):
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usable_duration_s = anchor_beat.duration_s
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try:
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ok, verify_reason = validate_match_window_with_vision(
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anchor_beat,
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source_path=scene.source_path,
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scene_id=scene.scene_id,
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in_point_s=aligned_in_s,
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out_point_s=aligned_in_s + usable_duration_s,
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cfg=cfg,
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)
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except Exception as exc:
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logger.debug("Beat %d: validate failed scene=%d (%s)", beat.beat_id, scene.scene_id, exc)
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continue
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if not ok:
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continue
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final_score = max(
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combined_score,
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min(0.99, semantic_score * 0.65 + motion_score * 0.18 + content_score * 0.09 + usable_score * 0.08),
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)
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if final_score < cfg.cv.deep_scan.provisional_match_threshold:
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continue
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candidate = (final_score, scene, aligned_in_s, usable_duration_s, f"recovery; {reason}; {verify_reason}")
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if best is None or candidate[0] > best[0]:
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best = candidate
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if best is None:
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continue
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score, scene, aligned_in_s, usable_duration_s, repair_reason = best
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logger.info(
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"Beat %d: recovered via vision action search scene=%d in=%.3fs score=%.3f (%s)",
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beat.beat_id,
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scene.scene_id,
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aligned_in_s,
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score,
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repair_reason,
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)
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new_results.append(MatchResult(
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beat_id=beat.beat_id,
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scene_id=scene.scene_id,
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source_path=scene.source_path,
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in_point_s=aligned_in_s,
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out_point_s=aligned_in_s + usable_duration_s,
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in_point_frame=int(aligned_in_s * cfg.export.edl_frame_rate),
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match_score=score,
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match_location=(0, 0),
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is_confirmed=score >= cfg.cv.deep_scan.match_threshold,
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segments=tuple(),
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))
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return sorted(new_results, key=lambda r: r.beat_id)
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def _filter_semantically_invalid_vision_matches(results: list, beats: list, cfg) -> list:
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"""Drop vision-enabled matches whose final action phase contradicts the beat."""
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if not cfg.vision.enabled or not results:
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@@ -785,7 +945,16 @@ def _filter_repair_one(result, beat, beats_by_id, scenes_by_id, kept, cfg, reali
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changed = False
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for segment in result.segments:
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scene = scenes_by_id.get(segment.scene_id)
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if scene is None or scene.duration_s <= max(segment.duration_s * 1.6, 6.0):
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# Allow phase-realign whenever the scene has any meaningful
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# slack beyond the segment, not only for "long" scenes.
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# Short scenes don't need realigning because the segment
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# essentially is the scene.
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if scene is None or scene.duration_s <= segment.duration_s + 0.5:
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new_segments.append(segment)
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continue
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# For already-confirmed segments, skip the realign to avoid
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# destabilizing a strong original match.
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if segment.is_confirmed and scene.duration_s <= max(segment.duration_s * 1.6, 6.0):
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new_segments.append(segment)
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continue
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segment_beat = replace(
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@@ -801,6 +970,11 @@ def _filter_repair_one(result, beat, beats_by_id, scenes_by_id, kept, cfg, reali
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if abs(aligned_in_s - segment.in_point_s) <= 1.0 / cfg.export.edl_frame_rate:
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new_segments.append(segment)
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continue
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# Don't commit a repair that scores meaningfully worse than
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# the original; phase realign should improve, not regress.
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if score < segment.match_score - 0.02:
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new_segments.append(segment)
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continue
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changed = True
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repair_reasons.append(repair_reason)
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new_segments.append(replace(
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@@ -833,11 +1007,22 @@ def _filter_repair_one(result, beat, beats_by_id, scenes_by_id, kept, cfg, reali
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repaired = True
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else:
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scene = scenes_by_id.get(result.scene_id)
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if scene is not None and scene.duration_s > max(result.duration_s * 1.6, 6.0):
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wide_scene = (
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scene is not None
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and scene.duration_s > result.duration_s + 0.5
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)
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already_confirmed_in_tight_scene = (
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result.is_confirmed
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and scene is not None
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and scene.duration_s <= max(result.duration_s * 1.6, 6.0)
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)
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if wide_scene and not already_confirmed_in_tight_scene:
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repair = realign_window(beat, result.scene_id)
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if repair is not None:
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repair_scene, aligned_in_s, usable_duration_s, score, repair_reason = repair
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if abs(aligned_in_s - result.in_point_s) > 1.0 / cfg.export.edl_frame_rate:
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moved = abs(aligned_in_s - result.in_point_s) > 1.0 / cfg.export.edl_frame_rate
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improved = score >= result.match_score - 0.02
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if moved and improved:
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logger.info(
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"Beat %d: realigned semantically valid long scene by motion/action window (%s)",
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result.beat_id,
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@@ -1271,6 +1456,7 @@ def cmd_match(args: argparse.Namespace, cfg) -> list:
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)
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results = _attach_visual_segments(results, beats, cfg)
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results = _filter_semantically_invalid_vision_matches(results, beats, cfg)
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results = _recover_unmatched_beats_via_vision(results, beats, cfg)
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# A targeted one-beat match should improve the cache without deleting
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# automatic matches for other beats.
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