👁️ Computer Eyes
Vision & Media Mastery Track · v1.3.0

Computer Eyes

From "I direct the art" → "I speak the machine's own language, and I edit with a scalpel."
How machines represent, process and generate images, video and sound — taught on real Tom Horn assets, with dashboards you can actually turn the dials on.

16modules
4phases
20interactive dashboards
~88 htotal, ~5 h/week

The promise

Right now, when you want a change, you describe it. "Make the cherry read better on the dark reel." "Same style, different fruit." "Cut it out cleanly." And then you iterate — three rounds, four rounds — because description is lossy.

"Make the edges cleaner." becomes:

"The matte is hard-thresholded. Re-export with partial alpha, choke 1 px if the measured silhouette calls for it, and remove the white-matte contamination from the edge RGB; that's why the fringe only shows on the dark reel."

Both sentences describe the same wish. The second one cannot be misunderstood — not by an artist, not by a tool, not by a model. That's the whole track.

🗺️ The map

Phase I — SEE · what an image is  →  Phase II — OPERATE · surgical editing  →  Phase III — THE MODEL'S EYE · how machines see & generate  →  Phase IV — TIME & SOUND · video, audio, capstone

1 of 16 modules published. Sequenced work-first: the things that land on Samo's desk on a Tuesday come first; the model theory comes once you can name what the model is manipulating.

Phase I — SEE

M1–M4~16 h You can read any image file as data. Format arguments end, because you can settle them with numbers.
01

How a Machine Sees an Image

Pixels, channels, bit depth, alpha and the grid behind every picture. Why a halo is arithmetic, not an artefact.

3–4 h · DB-01 + DB-02 · ✅ ready
02

Colour Spaces & the Perceptual Truth

RGB · HSV · LAB · CMYK · gamma · gamut. Recolour the Royal Ruby without destroying the metal.

4–5 h · DB-03 Colour Space Navigator
03

Raster vs Vector, Resolution & the Physics of Scaling

What's recoverable and what's gone. Nearest / bilinear / bicubic / Lanczos / AI upscale — and their artefacts.

3–4 h · DB-04 Resample & Scale Lab
04

Formats & Compression

PNG · JPEG · WebP · AVIF · SVG. What each one throws away, and how to recognise the damage on sight.

4–5 h · DB-05 Compression Forensics

Phase II — OPERATE

M5–M8~22 h Surgical editing. Every slider in every tool, explained from the maths up.
05

The Kernel: Convolution, Blur, Sharpen, Edge Detection

Nine numbers give you every filter ever made. Detect over-sharpening on a chart before your eye sees the halo.

5 h · DB-06 Kernel Playground
06

Masks, Mattes, Layers & Blend Modes

Every edit is (operation × mask) and nothing else. Prove an edit was surgical with a difference blend.

6 h · DB-07 Mask & Blend Workbench
07

Transforms, Warps & Fills

Aspect-ratio surgery across THG's real delivery sizes, without stretching a logo. Every transform is a resample.

5 h · DB-08 Transform & Outpaint Studio
08

Histograms, Curves & LUTs

Colour grading as arithmetic. A LUT is style-as-a-file: portable, versionable, applicable in one click.

5 h · DB-09 Curves & LUT Forge

Phase III — THE MODEL'S EYE

M9–M12~26 h You stop prompting and start conditioning. Style becomes a parameter sheet, not a vibe.
09

What "Style" IS at the Data Level

The keystone. Nine measurable axes of style → a Style Parameter Sheet a human or a model can execute against.

7 h · DB-10 Style Fingerprint + DB-11 Style Dial Board
10

Embeddings & Latent Space

What a vision model actually reads. Why the lettering melts and the cherry survives — and the rule that follows.

6 h · DB-12 Latent Round-Trip + DB-13 Neighbourhood Map
11

Diffusion, Step by Step

Steps · CFG · sampler · seed · noise strength. Fix a bad generation by changing one parameter for a stated reason.

6 h · DB-14 Diffusion Step Simulator
12

Conditioning & Control

img2img · inpainting · ControlNet · style refs · LoRA. Which one for which job, and how to stack them.

7 h · DB-15 Control Extractor + DB-16 Denoise Ladder

Phase IV — TIME & SOUND

M13–M16~24 h Video and audio join the picture. Capstone: a real THG job, done surgically, documented.
13

Video I: Frames, Time & Motion

fps, easing, chroma subsampling — and why 4:2:0 murders a red THG wordmark.

5 h · DB-17 Frames, Easing & Subsampling Bench
14

Video II: Codecs, Keyframes & Cutting Precisely

I/P/B frames and the GOP. Why "cut at 3.2 s" was silently 3.0 s for years, and which switch changes it.

5 h · DB-18 GOP & Bitrate Inspector
15

Audio: Waveforms, Sampling & Spectrograms

The Rosetta stone lands: sample rate = resolution, mp3 = jpeg, Nyquist = downscaling. One idea, three media.

5 h · DB-19 Waveform & Spectrogram Lab
16

Capstone: Symbol Surgery & the Tom Horn Style Sheet

A provably surgical edit · a Style Parameter Sheet v1.0 the studio keeps · three new family symbols that pass a blind test.

8–10 h · DB-20 Difference & Verification Viewer

🎛️ Dashboards

20 planned2 live One screen, real THG art, honest controls, live numbers underneath. No dependencies — they work offline.
DB-01 · Module 1 · ✅ live

Pixel Explorer

Zoom to 64× until the cherry dissolves into labelled hex cells. Kill channels, starve the bit depth, drop the resolution. Live histogram, LAB readout, alpha breakdown.

Aha: drop to 3 bits and the highlight bands — nothing was blurred, the machine just ran out of numbers.

DB-02 · Module 1 · ✅ live

Alpha & Matte Lab

Threshold, choke, feather and break the premultiply. Live out = src×α + bg×(1−α) per pixel, plus a matte quality report with a verdict badge.

Aha: flip the backdrop white → black with a contaminated fringe. Every "dirty cut-out" ticket in THG history, explained in one gesture.

DB-06 · M5 · next to build

Kernel Playground

Type nine numbers into a 3×3 grid, get every filter in Photoshop. Live sliding-window arithmetic and a luminance cross-section that shows sharpening overshoot as a literal spike.

DB-03 · M2

Colour Space Navigator

One picked colour plotted live in RGB / HSV / LAB / CMYK at once, with the whole symbol recolouring as you drag. Out-of-gamut pixels flash.

DB-09 · M8

Curves & LUT Forge

Draggable curves, a deforming 3D LUT cube, and a .cube export. Grade one symbol, snap the whole family into consistency.

DB-10 · M9 · keystone

Style Fingerprint Analyzer

A nine-axis radar chart per image. Two symbols that "obviously match" show a 40% divergence on outline weight and noise floor — and that's exactly what made the new one feel off.

DB-12 · M10

Latent Round-Trip Viewer

Original / reconstructed / amplified-difference. Watch the WILD lettering melt while the cherry survives. The whole "AI can't do text" question, answered in one image.

DB-14 · M11

Diffusion Step Simulator

An actual denoising loop running in canvas. Steps, CFG, sampler, seed. At CFG 20 you watch the burn happen.

DB-20 · M16 · permanent QA tool

Difference & Verification Viewer

Before/after, ΔE-LAB difference, changed-pixel count, pass/fail against an "only this region may change" contract. This is how you prove surgical.

DB-04/05/07/08/11/13/15/16/17/18/19

+ 11 more, specced

Resample & Scale · Compression Forensics · Mask & Blend Workbench · Transform & Outpaint · Style Dial Board · Embedding Neighbourhood · Control Signal Extractor · Denoise Ladder · Frames & Easing · GOP & Bitrate · Waveform & Spectrogram. Full specs in CURRICULUM.md §2.

Computer Eyes v1.3.0 · 2026-09-01