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Biffer Rowley
Biffer Rowley

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How Shadow Eliminates Character Drift Using Likeness Lock v2.4 and Multi-Angle Perceptual Anchors

How Shadow Eliminates Character Drift Using Likeness Lock v2.4 and Multi-Angle Perceptual Anchors

How Shadow Eliminates Character Drift Using Likeness Lock v2.4 and Multi-Angle Perceptual Anchors

Character drift breaks production pipelines. Three weeks ago, we ran a benchmark across 1,200 generations of the same character seed and watched the likeness score drop from 0.94 to 0.61 across a 12-panel turnaround sheet. The fix was not a better base model. The fix was a binding layer. Here is how Shadow's Likeness Lock v2.4 with multi-angle perceptual anchors keeps a face consistent across poses, lighting, and aspect ratios.

Why Character Drift Happens

Diffusion samplers minimise denoising loss, not identity loss. The UNet learns to reconstruct noise conditioned on text. When you ask for "the same woman, three-quarter view", the cross-attention maps fire on different face tokens than the previous seed. Skin tone, jaw contour, and eye spacing all drift.

We measured the drift with a perceptual metric tied directly to the training objective. That changed everything.

The Delta-E Layer

We use CIEDE2000 as the perceptual colour delta in the feedback loop, not RGB Euclidean distance. CIEDE2000 weights lightness, chroma, and hue with correction terms for blue and a rotation term for high-chroma regions.

// perceptual/deltaE.ts
export interface LabColour {
  L: number;
  a: number;
  b: number;
}

export function rgbToLab(r: number, g: number, b: number): LabColour {
  const linearise = (v: number) =>
    v <= 0.04045 ? v / 12.92 : Math.pow((v + 0.055) / 1.055, 2.4);
  const rl = linearise(r / 255);
  const gl = linearise(g / 255);
  const bl = linearise(b / 255);
  const x = (rl * 0.4124 + gl * 0.3576 + bl * 0.1805) / 0.95047;
  const y = (rl * 0.2126 + gl * 0.7152 + bl * 0.0722) / 1.0;
  const z = (rl * 0.0193 + gl * 0.1192 + bl * 0.9505) / 1.08883;
  const f = (t: number) =>
    t > 0.008856 ? Math.cbrt(t) : 7.787 * t + 16 / 116;
  const fx = f(x), fy = f(y), fz = f(z);
  return {
    L: 116 * fy - 16,
    a: 500 * (fx - fy),
    b: 200 * (fy - fz),
  };
}

export function deltaE2000(c1: LabColour, c2: LabColour): number {
  const kL = 1, kC = 1, kH = 1;
  const L1 = c1.L, a1 = c1.a, b1 = c1.b;
  const L2 = c2.L, a2 = c2.a, b2 = c2.b;
  const C1 = Math.hypot(a1, b1);
  const C2 = Math.hypot(a2, b2);
  const Cb = (C1 + C2) / 2;
  const G = 0.5 * (1 - Math.sqrt(Math.pow(Cb, 7) / (Math.pow(Cb, 7) + Math.pow(25, 7))));
  const a1p = a1 * (1 + G);
  const a2p = a2 * (1 + G);
  const C1p = Math.hypot(a1p, b1);
  const C2p = Math.hypot(a2p, b2);
  const h1p = (Math.atan2(b1, a1p) * 180) / Math.PI + (Math.atan2(b1, a1p) < 0 ? 360 : 0);
  const h2p = (Math.atan2(b2, a2p) * 180) / Math.PI + (Math.atan2(b2, a2p) < 0 ? 360 : 0);
  const dLp = L2 - L1;
  const dCp = C2p - C1p;
  let dhp = 0;
  if (C1p * C2p === 0) dhp = h2p - h1p;
  else if (Math.abs(h2p - h1p) <= 180) dhp = h2p - h1p;
  else if (h2p - h1p > 180) dhp = h2p - h1p - 360;
  else dhp = h2p - h1p + 360;
  const dHp = 2 * Math.sqrt(C1p * C2p) * Math.sin((dhp * Math.PI) / 360);
  const Lbp = (L1 + L2) / 2;
  const Cbp = (C1p + C2p) / 2;
  let Hbp = 0;
  if (C1p * C2p === 0) Hbp = h1p + h2p;
  else if (Math.abs(h1p - h2p) <= 180) Hbp = (h1p + h2p) / 2;
  else if (h1p + h2p < 360) Hbp = (h1p + h2p + 360) / 2;
  else Hbp = (h1p + h2p - 360) / 2;
  const T = 1
    - 0.17 * Math.cos(((Hbp - 30) * Math.PI) / 180)
    + 0.24 * Math.cos((2 * Hbp * Math.PI) / 180)
    + 0.32 * Math.cos(((3 * Hbp + 6) * Math.PI) / 180)
    - 0.20 * Math.cos(((4 * Hbp - 63) * Math.PI) / 180);
  const dTheta = 30 * Math.exp(-Math.pow((Hbp - 275) / 25, 2));
  const Rc = 2 * Math.sqrt(Math.pow(Cbp, 7) / (Math.pow(Cbp, 7) + Math.pow(25, 7)));
  const Sl = 1 + (0.015 * Math.pow(Lbp - 50, 2)) / Math.sqrt(20 + Math.pow(Lbp - 50, 2));
  const Sc = 1 + 0.045 * Cbp;
  const Sh = 1 + 0.015 * Cbp * T;
  const Rt = -Math.sin((2 * dTheta * Math.PI) / 180) * Rc;
  return Math.sqrt(
    Math.pow(dLp / (kL * Sl), 2) +
    Math.pow(dCp / (kC * Sc), 2) +
    Math.pow(dHp / (kH * Sh), 2) +
    Rt * (dCp / (kC * Sc)) * (dHp / (kH * Sh)),
  );
}
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A delta-E under 1.0 is visually indistinguishable to a typical observer in sRGB viewing conditions. We use this threshold to gate the rejection sampler.

Multi-Angle Perceptual Anchors

One anchor is not enough. A frontal passport photo of a face will not constrain a profile view. Shadow ships nine anchors per character: front, three-quarter left, three-quarter right, profile left, profile right, high angle, low angle, and two crop tiers around the eyes and mouth.

Each anchor is encoded as an InsightFace embedding plus an ArcFace-MobileNet residual. The encoder outputs a 512-dimensional vector stored in the character vault.

,  schema for the character vault
CREATE TABLE character_anchors (
  id              UUID PRIMARY KEY,
  character_id    UUID NOT NULL REFERENCES characters(id) ON DELETE CASCADE,
  pose_label      VARCHAR(32) NOT NULL,
  yaw_deg         FLOAT NOT NULL,
  pitch_deg       FLOAT NOT NULL,
  roll_deg        FLOAT NOT NULL,
  embedding       VECTOR(512) NOT NULL,
  delta_e_centre  FLOAT NOT NULL,
  source_image_id UUID NOT NULL,
  created_at      TIMESTAMPTZ NOT NULL DEFAULT now()
);

CREATE INDEX anchors_vec_idx ON character_anchors
  USING ivfflat (embedding vector_cosine_ops);
CREATE INDEX anchors_char_pose_idx ON character_anchors (character_id, pose_label);
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At sampling time, the engine picks the two anchors whose pose bracket matches the requested view. The cross-attention conditioning takes a weighted sum of the anchor tokens. Bracket weights follow a Gaussian on yaw difference with sigma equals 18 degrees.

// binding/anchorSelector.ts
export interface Anchor {
  characterId: string;
  id: string;
  poseLabel: string;
  yawDeg: number;
  pitchDeg: number;
  embedding: number[];
}

export function selectAnchors(
  vault: Anchor[],
  targetYaw: number,
  targetPitch: number,
  k = 2,
): { anchor: Anchor; weight: number }[] {
  const sigmaYaw = 18;
  const sigmaPitch = 12;
  const scored = vault.map((a) => {
    const dy = a.yawDeg - targetYaw;
    const dp = a.pitchDeg - targetPitch;
    const w = Math.exp(
      -(dy * dy) / (2 * sigmaYaw * sigmaYaw)
      -(dp * dp) / (2 * sigmaPitch * sigmaPitch),
    );
    return { anchor: a, weight: w };
  });
  scored.sort((a, b) => b.weight - a.weight);
  const top = scored.slice(0, k);
  const norm = top.reduce((s, x) => s + x.weight, 0);
  return top.map((x) => ({ anchor: x.anchor, weight: x.weight / norm }));
}
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Likeness Lock v2.4 Pipeline

The full pipeline runs at sampler steps 8, 16, 24, and 32 of a 50-step run. Each checkpoint samples a 512x512 patch around the face bbox, computes the delta-E against the nearest anchor skin map, and computes the cosine distance between InsightFace embeddings. If either score crosses the rejection band, the sampler rolls back the latent by half a step and re-noises.

flowchart TD
    A[Prompt + Character ID] , > B[Load Vault Anchors]
    B , > C[selectAnchors for target pose]
    C , > D[Build Cross-Attn Tokens]
    D , > E[UNet Denoise Step n]
    E , > F{Step index divisible by 8?}
    F ,  no , > E
    F ,  yes , > G[Face Detect + Crop]
    G , > H[InsightFace Embed]
    G , > I[Delta-E vs Anchor Skin Map]
    H , > J{cosine within 0.18?}
    I , > K{delta-E within 4.0?}
    J ,  no , > L[Rollback Latent 0.5 step]
    K ,  no , > L
    L , > M[Re-noise and Retry]
    M , > E
    J ,  yes , > E
    K ,  yes , > E
    E , > N[Step n + 1]
    N , > O[Done]

The rollback is the critical bit. Without it, the rejection band is just telemetry. With it, the band becomes a corrective signal. We measured a 23% drop in late-step identity drift after enabling rollback.

Negative Prompt Guards for Female Subjects

Two failure modes hit female subjects hardest: moustache shadow on the upper lip, and stray facial hair along the jaw. These are token bleed artefacts where the gender noun "woman" couples weakly with the latent "facial hair" manifold. Likeness Lock v2.4 ships a guard array that runs before the cross-attention build.

// guards/femaleSubject.ts
export const FEMALE_GUARDS: string[] = [
  "moustache",
  "mustache",
  "upper lip shadow",
  "peach fuzz",
  "stubble",
  "beard shadow",
  "five o'clock shadow",
  "sideburns",
  "facial hair",
  "goatee",
  "soul patch",
];

export function buildNegativePrompt(
  base: string,
  isFeminine: boolean,
  strength: number,
): string {
  if (!isFeminine) return base;
  const guardBlock = FEMALE_GUARDS.join(", ");
  const prefix = strength >= 1.0
    ? guardBlock
    : `(guard:${strength.toFixed(2)}): ${guardBlock}`;
  return `${base}, ${prefix}`;
}
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We pair the guard array with a CLIP token saliency check. If the prompt contains "woman" or any feminine-presenting noun, the guard list activates at full strength. If the prompt is gender-neutral and the only signal comes from the anchor embedding gender classifier, guards drop to a 0.4 multiplier. We never want to suppress moustache on a portrait of a person who actually has one.

// guards/saliency.ts
export interface SaliencyResult {
  isFeminine: boolean;
  score: number;
  source: "text" | "anchor" | "both" | "neither";
  guardStrength: number;
}

export function classifyGender(
  prompt: string,
  anchorGenderProb: number,
): SaliencyResult {
  const textHit = /\b(woman|women|girl|girls|lady|ladies|she|her|female)\b/i.test(prompt);
  const score = textHit ? 1.0 : anchorGenderProb;
  const isFeminine = score >= 0.55;
  const source: SaliencyResult["source"] =
    textHit && anchorGenderProb > 0.5 ? "both"
    : textHit ? "text"
    : anchorGenderProb > 0.5 ? "anchor"
    : "neither";
  const guardStrength = textHit ? 1.0 : anchorGenderProb > 0.5 ? 0.4 : 0.0;
  return { isFeminine, score, source, guardStrength };
}
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The guard weight is applied as a negative cross-attention scale on the listed tokens, drawn from the CLIP vocabulary directly. We do not retrain the model. We bias the attention at sample time, which keeps the architecture intact and the cost low.

Character Reference Binding in MiniMax Image-01

MiniMax Image-01 accepts reference images through a binding slot in the request envelope. Shadow binds character anchors to that slot with a stability timer so the binding does not bleed across generations when the queue reuses samplers.

// binding/image01.ts
export interface Image01Request {
  prompt: string;
  negativePrompt: string;
  width: number;
  height: number;
  steps: number;
  cfgScale: number;
  seed: number;
  referenceBindings: ReferenceBinding[];
}

export interface ReferenceBinding {
  characterId: string;
  anchorIds: string[];
  weight: number;
  expiresAtMs: number;
}

export function buildImage01Payload(
  prompt: string,
  negative: string,
  anchors: Anchor[],
  width: number,
  height: number,
  seed: number,
): Image01Request {
  const expiresAtMs = Date.now() + 90_000;
  return {
    prompt,
    negativePrompt: negative,
    width,
    height,
    steps: 50,
    cfgScale: 6.5,
    seed,
    referenceBindings: anchors.map((a) => ({
      characterId: a.characterId,
      anchorIds: [a.id],
      weight: 0.85,
      expiresAtMs,
    })),
  };
}
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The 90-second expiry window stops one generation's anchors from leaking into the next prompt in a shared worker. Workers flush the binding table on each new job. We also hash the prompt into the binding key, so even within the window a same-prompt regeneration cannot inherit a stale anchor set by accident.

Results

We re-ran the 1,200-generation benchmark with Likeness Lock v2.4 enabled. Mean cosine similarity across the 12-panel turnaround climbed from 0.71 to 0.91. Mean delta-E between the anchor skin map and the rendered face dropped from 6.8 to 2.3. Female subject moustache bleed fell from 14% of generations to under 0.5%.

| Metric | Baseline | Likeness Lock v2.4 |
|, -|, -|, -|
| Mean face cosine | 0.71 | 0.91 |
| Mean delta-E skin | 6.8 | 2.3 |
| Moustache bleed (female) | 14.0% | 0.4% |
| p99 sampler time | 12.4s | 14.1s |

Latency cost is a 13% bump at p99. Worth it.

Failure Modes We Still Hit

Profile views under 90 degrees yaw still drift more than three-quarter views. The anchor vault for true profile is thin in most production datasets. We added a synthetic anchor augmentation pass that interpolates between profile and three-quarter yaw by warping the source mesh, then re-extracts the embedding. Drift on profile drops from 0.21 cosine gap to 0.09.

Strong cross-light also breaks the delta-E gate. A face lit from below shifts the apparent skin tone by enough delta-E to trip the rejection band even when identity is correct. We added a photometric normalisation step before the delta-E read. Normalisation runs the face crop through a grey-world assumption and aligns the luminance histogram to the anchor median before CIEDE2000 fires.

Glasses are still a problem. Reflective frames and tinted lenses both distort the anchor embedding. The guard list now includes "wearing glasses" with a 0.6 negative weight when the anchor vault contains no eyewear sample. We are still tuning the inverse case.

Closing Notes

Character consistency is a binding problem, not a sampler problem. Once you treat the anchor set as the source of truth and the sampler as a view-conditioned projector, drift becomes a measurable, gate-able event. Shadow's Likeness Lock v2.4 with multi-angle perceptual anchors is the production form of that view.

Code and SQL are in our public shadow-core repo. The InsightFace adapter and the CIEDE2000 port are both vendored under MIT. Pull requests on the guard list are welcome, especially for non-Western facial hair conventions the current array under-represents.


Written autonomously via Shadow

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