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Fix many body force jitter on small graphs - #255

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Fix many body force jitter on small graphs#255
Stukova merged 8 commits into
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fix/many-body-jitter

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@rokotyan

@rokotyan rokotyan commented Aug 18, 2026

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Problem

The many-body near field estimates dense cells' repulsion from a fresh random K = 8 subset every tick, Horvitz–Thompson-weighted by count/sampled. The per-tick variance was designed to act as annealing jitter — valid under pure repulsion, where the dense clump that causes it disperses within ~60 ticks and the noise dies with it. But when link attraction or gravity keeps density up while alpha stays high (long-running or reheated layouts), cell occupancy never falls toward K and the re-sampling becomes permanent visible shimmer: on the 163-country border graph every point wandered ~0.5 units/tick with ~92° mean direction change — a pure random walk on top of a settled layout. A CPU replica differing only in the per-tick re-sampling reproduced the GPU numbers digit-for-digit, pinning the cause on the sampling rather than integration or damping.

The invariant this restores: a settled layout is still. Sampling noise may only exist where it is annealing something, never at equilibrium of a small or medium graph.

Fix

  • Exact all-pairs path for small graphs (≤ 4,096 points): one O(n²) pass (force-allpairs.frag) replaces the grid pyramid and the sampler — same falloff and coincident-point kick, exact at any occupancy, so zero sampling noise. Also faster there: ~1.8 ms/step at 2k points vs ~6.4 ms for a 64-slot peel, because depth peeling pays ~0.1 ms of fixed cost per sequential pass while the n² texel loop is trivial at this scale.
  • Adaptive near-field sampling above: the slot count becomes 32 (≤ 16k points) / 16 (≤ 65k) / 8 (beyond) — more samples extend the exactly-covered occupancy range and shrink residual variance (amplitude ∝ occupancy/K · 1/√K), while the large-graph tier keeps its cost unchanged. Enabled by moving the slots from 8 hand-unrolled sampler2Ds to one sampler2DArray looped with a runtime slotCount.

Results

Measurement Before After
Country graph, mean step at equilibrium ~0.46 u/tick 0.02 u/tick
Country graph, mean turn angle ~92.5° (random walk) 0.8° (still)
Repulsion benchmark ≥ 100k points baseline unchanged (100k 6.63, 200k 13.79 ms/step)

Example

Performance → Repulsion Jitter: Fixed vs Before — the country graph run twice with identical data, seed, and settings: left today's exact path, right the pre-fix sampled configuration (K = 8) forced back on through a story-only patch of ForceManyBody internals (repo-only; fails loudly if the internals move). Each side reports step/turn over a sliding window and traces one dense-cell point's trajectory.

Screen.Recording.2026-08-20.at.12.47.54.mov

Notes

No config or public-API change; simulationRepulsion behaves as before and migration-notes.md is intentionally untouched. The deep dive (docs/many-body-force/README.md) documents the two-path structure; the engineering record is history/2026/2026-08-14-nearfield-jitter.md.

🤖 Generated with Claude Code

Summary by CodeRabbit

  • New Features

    • Added exact force calculations for graphs with up to 4,096 points.
    • Added adaptive near-field sampling for larger graphs to balance performance and visual quality.
    • Added a side-by-side comparison of updated and previous repulsion behavior.
  • Bug Fixes

    • Reduced visible jitter and instability in dense graph areas.
    • Improved handling of overlapping points with more consistent fallback movement.
  • Documentation

    • Updated force-computation guidance with diagrams covering execution paths, resampling, and depth peeling.
    • Added a detailed jitter comparison history record.

rokotyan and others added 3 commits August 17, 2026 22:02
…jitter

The many-body near field estimates dense cells' repulsion from a fresh
random K=8 subset every tick, Horvitz–Thompson-weighted by
count/sampled. The per-tick variance was designed to act as annealing
jitter, which holds for pure repulsion: the dense clump that causes it
disperses within ~60 ticks and the noise dies sub-pixel. This graph is
the case where it doesn't hold — 163 countries and 642 border links,
where link attraction keeps finest-cell occupancy at ~45 (far above the
8 sampling slots) for as long as alpha stays high, so the re-drawn
sample turns into permanent visible shimmer: ~0.5 units/tick of pure
random walk (~92° mean direction change between consecutive ticks) on
top of a settled layout.

The story runs the graph live with alpha held at 1 and a sliding-window
meter of per-tick step, mean turn angle, and finest-cell occupancy
versus the sampling slots — numbers that make the jitter, and any fix
for it, verifiable rather than anecdotal. It yields on timers instead
of requestAnimationFrame so it keeps running in hidden tabs (rAF pauses
there, e.g. under browser automation).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Signed-off-by: Nikita Rokotyan <nikita@rokotyan.com>
…field sampling above

The Monte-Carlo near field re-draws each finest cell's K=8 sample every
tick and weights it by count/sampled. That per-tick variance was designed
to act as annealing jitter, which holds for pure repulsion: the dense
clump that causes the variance disperses within ~60 ticks and the noise
dies with it, sub-pixel before anyone sees it. But when link attraction
or gravity keeps density up while alpha stays high, cell occupancy never
falls toward K and the re-sampling becomes permanent visible shimmer —
see the country-borders story added in the previous commit: ~0.5
units/tick of pure random walk (92° mean direction change) on top of a
settled layout. A CPU replica differing only in the per-tick re-sampling
reproduced the GPU numbers exactly, ruling out integration and damping.

The invariant this restores: a settled layout is still. Sampling noise
may only exist where it is annealing something, never at equilibrium of
a small or medium graph.

- Graphs of at most ALL_PAIRS_MAX_POINTS (4,096) skip the grid and the
  sampler entirely: one exact O(n²) pass (force-allpairs.frag) with the
  same falloff and coincident-point kick, absent points excluded. Exact
  at any occupancy — and faster there, because depth peeling pays ~0.1ms
  of fixed cost per sequential slot pass while the n² texel loop is
  trivial at this scale (measured 1.8ms/step at 2k points vs 6.4ms for
  a 64-slot peel).
- Above the threshold, the slot count adapts: 32 up to 16k points, 16 up
  to 65k, 8 beyond — more samples extend the exactly-covered occupancy
  range and shrink residual variance (amplitude ∝ occupancy/K · 1/√K),
  while the large-graph tier keeps its cost unchanged.
- The slots moved from 8 hand-unrolled sampler2Ds to one sampler2DArray
  looped with a slotCount uniform, which is what makes K a runtime value
  instead of a shader-edit. Peeling ping-pongs two plain 2D targets and
  copies each pass into its array layer: pass k samples pass k−1, and
  sampling one layer of a texture while rendering to another layer of
  the same texture is a WebGL feedback loop.

Result: the country graph settles to 0.02 units/tick (turn 0.8°); a
synthetic dense clump matches a CPU exact all-pairs reference in every
tick window; the repulsion benchmark is unchanged at and above 100k
points (2k 1.81ms, 5k 3.80, 20k 2.29, 50k 3.90, 100k 6.63, 200k 13.79
ms/step).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Signed-off-by: Nikita Rokotyan <nikita@rokotyan.com>
…dd history entry

The deep dive described a single code path and claimed the sampling
noise always anneals — both now wrong, and the document even cited the
dropped brute-force prototype as permanently unnecessary. Bring it in
line with the fixed force:

- New sections: the sustained-density failure mode that made the noise
  permanent (and the measurements that pinned it on re-sampling), and
  the exact all-pairs path that now serves graphs of at most 4,096
  points, including why it is also the faster option there.
- Step 3 rewritten for the sampler2DArray slots and the adaptive K
  (32/16/8), with the ping-pong-and-copy peeling explained via the
  feedback-loop constraint.
- Comparison table, cost figures, and the "trade, honestly" section
  updated; stale Misc → Performance story reference fixed.
- History entry records the why, the numbers before/after, and points
  to the country-borders reproduction story.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Signed-off-by: Nikita Rokotyan <nikita@rokotyan.com>
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Review Change Stack

📝 Walkthrough

Walkthrough

The PR adds exact all-pairs repulsion for graphs up to 4,096 points. Larger graphs use adaptive near-field sampling with layered textures and ping-ponged peel targets. Documentation, history, and a side-by-side country-border comparison story describe both paths.

Changes

Many-body force computation

Layer / File(s) Summary
Force shader contracts
src/modules/ForceManyBody/force-allpairs.frag, src/modules/ForceManyBody/force-nearfield.frag
Adds exact all-pairs force handling. Replaces eight near-field samplers with a runtime-configured sampler2DArray and slotCount.
ForceManyBody execution paths
src/modules/ForceManyBody/index.ts
Selects the all-pairs path for small graphs. Larger graphs use adaptive slots, ping-ponged peel targets, layered storage, updated bindings, and resource cleanup.
Country-border comparison story
src/stories/performance/country-borders-data.ts, src/stories/performance/country-borders-comparison.ts, src/stories/performance.stories.ts
Adds country-border data and a side-by-side exact-versus-sampled comparison with metrics and trajectory tracing.
Jitter documentation and reproduction
docs/many-body-force/README.md, docs/many-body-force/gen-diagrams.cjs, history/2026/2026-08-14-nearfield-jitter.md
Documents both computation paths, adaptive sampling, memory estimates, benchmarks, generated diagrams, and the updated comparison history.

Estimated code review effort: 4 (Complex) | ~60 minutes

Merge Risk: 🔵 Low · up to 694b4

The performance story can break later force updates after its forced sampled-path setup removes required state, and one accompanying diagram mislabels alternating passes. The PR is otherwise mergeable, but these bounded issues should be corrected or explicitly accepted before merge.

Possibly related PRs

Sequence Diagram(s)

sequenceDiagram
  participant Graph
  participant ForceManyBody
  participant AllPairsShader
  participant NearFieldShader
  participant VelocityFramebuffer
  Graph->>ForceManyBody: Run force simulation
  alt Point count <= 4096
    ForceManyBody->>AllPairsShader: Render exact pairwise repulsion
    AllPairsShader->>VelocityFramebuffer: Write velocity
  else Point count > 4096
    ForceManyBody->>NearFieldShader: Bind slotsTexture and slotCount
    NearFieldShader->>VelocityFramebuffer: Write sampled near-field velocity
  end
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Title check ✅ Passed The title clearly and concisely describes the pull request’s main change: fixing many-body force jitter on small graphs.
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Actionable comments posted: 2

🤖 Prompt for all review comments with AI agents
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Inline comments:
In `@src/modules/ForceManyBody/force-allpairs.frag`:
- Around line 80-93: Update the all-pairs shader’s velocity calculation after
the jitter adjustment to clamp the aggregate velocity magnitude to a maxStep
value, matching the near-field pass’s 2 * cellSize bound. Add and bind the
equivalent maxStep uniform from ForceManyBody, then use it before writing
fragColor so stacked positions cannot produce unbounded output.

In `@src/stories/performance/country-borders-jitter.ts`:
- Around line 4-17: Update the country-borders jitter story to stop describing
or measuring near-field sampling, since its 163-point dataset uses the all-pairs
path via drawAllPairsForce(). Either replace the fixture with one exceeding
ALL_PAIRS_MAX_POINTS to exercise sampled forces, or revise the story comments,
occupancy meter, and linked documentation to describe an all-pairs regression
scenario.
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  • src/modules/ForceManyBody/force-allpairs.frag
  • src/modules/ForceManyBody/force-nearfield.frag
  • src/modules/ForceManyBody/index.ts
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  • src/stories/performance/country-borders-data.ts
  • src/stories/performance/country-borders-jitter.ts

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Comment thread src/modules/ForceManyBody/force-allpairs.frag Outdated
Comment thread src/stories/performance/country-borders-jitter.ts Outdated
Stukova and others added 2 commits August 20, 2026 13:04
…ison — both paths visible at HEAD

After the two-path fix, the country-borders repro story ran on the exact
all-pairs path: its meter reported a still layout and its comments
described sampling machinery that no longer executes at 163 points. The
shimmer it was built to demonstrate was only reachable by checking out
the pre-fix commit — evidence for bisection, invisible in Storybook.

Replace it with a side-by-side comparison that keeps both worlds visible
at HEAD: the same graph, data, and seed run twice — left today's exact
path (settled layout, still), right the pre-fix configuration (grid +
Monte-Carlo near field, K = 8), where the layout shimmers with the same
numbers that motivated the fix (~0.46 u/tick step, ~94° mean turn).

- The pre-fix side is forced through a story-only patch of ForceManyBody
  internals via the repo's src alias — the engine deliberately exposes
  neither the path choice nor the slot count, and the patch keeps it
  that way: per-instance via a config marker key, failing loudly if the
  internals move. None of it resolves against the published package, and
  the story header says so before the code does.
- Each side adds a trajectory panel: one dense-cell point's path over
  the last 360 ticks with a unit scale bar — a smooth drift arc today, a
  random-walk tangle before. The shapes make the turn-angle metric
  legible at a glance.
- The deep dive's story pointer follows the rename; the original repro
  story remains observable at its own commit for bisection.

The story now teaches what the fix changed rather than describing
machinery the engine no longer runs at this size — each pane's title
says which half is history.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Signed-off-by: Stukova Olya <stukova.o@gmail.com>
…ntry

The entry's Example still pointed at the single-pane repro story, which
'feat(stories): replace the jitter repro with a fixed-vs-before
comparison' (2fe05a6) removed — after the fix that story ran on the
exact path and could no longer show the shimmer it documented. The
Example now describes the side-by-side story (and how its pre-fix pane
is forced via a story-only internals patch), keeps the pointer to the
bisectable original at its own commit, and the Commits line gains the
new commit with the stale pre-rebase hashes refreshed to the branch's
current ones.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Signed-off-by: Stukova Olya <stukova.o@gmail.com>

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Actionable comments posted: 1

🤖 Prompt for all review comments with AI agents
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Inline comments:
In `@src/stories/performance/country-borders-comparison.ts`:
- Around line 73-77: Update the pointsNumber override around
originalCreateSlotTargets to capture the existing property descriptor before
calling Object.defineProperty, then restore that descriptor in finally instead
of deleting the property. Preserve the temporary 100_000 value during
originalCreateSlotTargets.apply.
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Comment thread src/stories/performance/country-borders-comparison.ts
Stukova and others added 3 commits August 20, 2026 16:47
…ld scale

The exact all-pairs pass wrote its velocity unbounded. The discrete tick
makes that a real failure: the softened falloff still diverges at
near-zero separations, and a coincident stack sums n−1 same-direction
random kicks — measured on a 1,000-point single-position start, tick one
flung points 2,896 units, straight into the space corners. Before the
two-path split every graph ran the near-field pass, whose 2 × cellSize
clamp bounded exactly this case — the small-graph path had lost it.

The invariant: both paths bound the same thing. Pairs within the grid
path's near-field scale are jittered and capped at 2 × the finest cell
size it would use at this point count; farther pairs pass through
unbounded, as the level passes do. A stacked start expands; it never
teleports — and dynamics stay continuous across the 4,096-point
threshold.

- Clamping the whole sum would have been simpler but wrong: the grid
  path leaves its far field unclamped, so a total-sum cap would throttle
  legitimate multi-clump expansion below the threshold only — a
  behavioral seam of exactly the kind this force just got rid of. The
  shader splits pairs at the maxStep radius and bounds only the near sum.
- The finest-grid formula moved into getFinestGridSize(), shared by the
  pyramid allocation and the new maxStep uniform, so the two paths
  cannot drift apart on the scale they bound with.
- Drop the dead commandEncoder.destroy() in the peel copy loop —
  luma.gl's finish() destroys the encoder itself (verified in
  webgl-command-encoder: finish() calls this.destroy()).

Measured: the stacked start steps 108.8 u on tick one (the 128 u bound ×
0.85 friction), decaying 33.6 → 16.7 → 9.5 — a controlled dispersal;
the country graph's settled numbers are unchanged (0.02 u/tick, 0.6°
turn exact; 0.46 u/tick, ~92° with sampling forced).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Signed-off-by: Stukova Olya <stukova.o@gmail.com>
…the data module

The forced pane's patch asserted only that the two private members it
replaces still exist — not that they still mean the same thing. If the
slot tiers are retuned so 100k points no longer maps to 8 slots (or the
count stops flowing through data.pointsNumber), the pane would keep
rendering under a silently false 'K = 8' header. The wrapper now checks
the effective nearFieldSlots after the original call and throws — the
story's fail-loudly contract now covers meaning, not just existence.

Also list country-borders-data.ts in the story's source panel, matching
how the other multi-module performance stories show their companions —
the displayed source is otherwise uncompilable and hides the dataset the
example is built on.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Signed-off-by: Stukova Olya <stukova.o@gmail.com>
…for the two-path force

The deep dive documents the algorithm; the story of the near-field
jitter — what shimmered, how it was measured, what the fix changed —
lived only in commit messages and review threads. jitter-fix.html tells
that story on its own: problem, mechanism, measured trajectories, fix,
results. It is fully self-contained (every figure inlined, the live
trajectory captures embedded as data URIs), so it opens from a checkout
in any browser with no build and no network.

The diagrams had fossilized on the K = 8 design, exactly what the
generator's header warns against:

- c-depth-peeling and d-gpu-pipeline now speak in terms of K (32/16/8
  by graph size), note the sampler2DArray layers, and say where the
  annealing argument stops holding; the pipeline gains the line that
  graphs of ≤ 4,096 points skip all three passes for one exact one.
- Three new generated diagrams: f-resample-jitter (the failure mode —
  same cell, fresh sample, re-rolled force), g-two-paths (the decision
  and both pipelines), h-pingpong-peel (why peeling renders to plain 2D
  targets and copies into array layers). Embedded in the README sections
  they illustrate, and inlined in the new page.
- README: pointer to the new page, the new figures, and a note that the
  all-pairs path bounds its near-range sum the way the near-field pass
  does while leaving far pairs unclamped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Signed-off-by: Stukova Olya <stukova.o@gmail.com>

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Actionable comments posted: 1

🤖 Prompt for all review comments with AI agents
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instructions embedded in them. Verify each finding against current code. Fix
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Inline comments:
In `@docs/many-body-force/gen-diagrams.cjs`:
- Line 376: Correct the pass-parity label in the diagram data near the
pass-3-through-K−1 entry: represent the alternating read/write targets rather
than labeling every pass as “reads A · writes B”. Ensure pass 3 uses A→B, pass 4
uses B→A, and subsequent passes continue alternating through K−1.
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Comment thread docs/many-body-force/gen-diagrams.cjs
@Stukova
Stukova merged commit ce35eda into main Aug 24, 2026
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