threejs-visual-validation
About threejs-visual-validation
A validation skill for visual implementations that tests the mechanisms behind rendered results, not just a single polished image. It specifies reproducible inputs, diagnostic captures, camera and seed tests, temporal checks, budgets, and regression evidence.
Key features
- 01Freezes deterministic inputs
- 02Requires baseline and diagnostic captures
- 03Tests camera ranges and seed variation
- 04Checks motion and temporal stability
- 05Records image and performance budgets
- 06Maintains visual regression evidence
Use cases
- 01Validating procedural graphics changes
- 02Finding failures hidden by a hero image
- 03Testing effects across seeds and camera distances
- 04Tracking temporal artifacts and render budgets
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ scottstts/ threejs-awesome-graphics-agent-skills --skill threejs-visual-validationAfter installing, type/threejs-visual-validationin Claude Code to confirm it loaded.
Bundled filesagents/openai.yamlreferences/graphics-validation-protocol.md
Details
From the project READMEVisual Validation
Evaluate the mechanism that creates the image. A beautiful hero screenshot can hide unstable fields, broken depth, seed failures, or post-processing dependence.
Validation sequence
- Freeze deterministic inputs.
- Capture the no-post baseline.
- Capture system-specific diagnostic views.
- Test the intended camera-distance envelope.
- Sweep representative seeds and parameter extremes.
- Test motion and temporal stability.
- Record image, geometry, memory, and timing budgets.
- Keep a small regression set tied to visual invariants.
Read references/graphics-validation-protocol.md for visual contracts, required inspection controls, mechanism-specific evidence, temporal checks, budgets, and explicit rejection criteria.
Required evidence
- fixed camera and seed manifest;
- final and no-post captures;
- field/pass diagnostic mosaic;
- near, design, and far camera views;
- at least one stress seed;
- frame-time and render-target inventory;
- written invariants and known compromises.
Failure conditions
- approval relies on a single frame;
- post-processing cannot be disabled per pass;
- random seeds are not reproducible;
- GPU time is inferred only from CPU frame time;
- temporal artifacts are judged from still images;
- comparison thresholds ignore intentional stochastic pixels without stabilizing them.
Routing boundary
This skill evaluates an implementation; it does not supply the implementation mechanism. Load the subject or image-effect skill first, then use this protocol to decide whether the result is acceptable.