Take a solved frame, push it a few degrees sideways using its own depth map, paint in the sliver that opens up behind the objects, then repeat from the result. Each step invents almost nothing, so a chain of them ought to walk a long way and stay mostly real. Eight chains were run, from 0.5° per step up to a single 30° jump.
All six preregistered step sizes failed. Getting to 30° in ten steps leaves 27.0% of the frame traceable back to the source. Getting to the same 30° in one jump leaves 66.5%. Small steps do invent less each time, but each one invents on top of the last one's invention.
One frame of the fused solve. Nothing in it was warped, filled or guessed.
Two thirds of it is still the source frame, and it still reads as the building.
Every individual step opened only 7% of the frame. There is no house left.
The obvious suspect was the depth map degrading as it gets carried forward, so the 3° chain was run again with depth re-rendered from the splat at every step. That moves the result from 27.0% to 33.4% and the frame is just as gone. Depth was not the problem. The same 7% hole opens at every step, and it opens onto ground the previous step already invented.
With chaining out, every new pose has to be one direct warp from a solved frame. Two separate things decide how far that goes. The fraction of the frame that has to be invented is how much work there is. The size of the largest single hole decides whether the model filling it gets one bounded region whose shape it can see, or a scatter of speckle it cannot. On r4_0031, at the far end of the arc, turning one way costs … of the frame and turning the other costs …, a gap of … points. That looks like occluders sitting to one side of the house, but two more frames disagree about which direction is cheaper, so it is a property of the individual frame and has to be measured per warp. Sliding the camera sideways without rotating it (the control arm) is worse than both on every frame, because rotating keeps the house in the picture and sliding pushes it out.
The number underneath all of this: the solved frames cover … of azimuth, …, and that is the whole capture. A full orbit is 360°. Chaining was supposed to be what crossed that gap, and it does not work. This curve cannot say how far a single warp gets instead, because it stops at 30° and the measurement underneath it was wrong. 08c corrects it. Past whatever the corrected reach turns out to be, there is no solved frame to warp from at any angle, so the remaining coverage has to be generated rather than inpainted, which is why branch A exists.
Two things this does not claim. It does not say the warp is broken: pixels outside the hole come through every inpaint bit-identical, which is asserted at every step, and the whole run reproduces byte for byte. It does not say a better inpainter would look worse; a better inpainter would be inventing the same fraction of the frame, and the fraction is what was being measured. No reconstruction was trained on these frames. Costs $0.00: everything here ran locally. Numbers read live from dwi-chains.json and dwi-reach.json.
The curve gave it away. On r4_0031, a 120° orbit scored … points cheaper than a 90° one. Cost cannot fall as the camera moves further from the only view ever captured, so the measurement was counting pixels it had no right to. A front-only capture has no back of the house in its depth map, so when the facade gets reprojected into a camera standing on the far side, nothing blocks it: it arrives again, inverted and see-through, and the metric scores it as real material. Three other explanations were tested first and all three failed: sky being counted as supplied (it is 0.0% of every frame), depth noise (median-filtering the source makes it slightly worse), and sampling cracks (a fatter splat closes them by smearing the house away). The fix is a single test: a source pixel may only supply a destination pixel if its surface still faces the destination camera.
Backfacing material is being supplied here, and nothing in the metric objects to it.
This is why it survived a round. At 30° the defect does not show; it is worth a few points of cost.
The camera is behind the house. This scores cheaper than the 90° view of the same building.
What a front-only capture actually knows about the far side, which is almost nothing.
That puts every number above this subsection in doubt, so both decisive arms were run again with the facing test on. One 30° warp keeps … of the frame traceable to the source, against … before. Ten 3° warps to the same place keep …, against …. Every number in 08 and 08b moves down, and the gap between the two arms widens, from … to … points. Chaining still loses, by more than it did. The plate figures above are left reading as they were sealed and labeled with the numbers they were measured at, rather than quietly restated.
Those reach numbers are not precise, and the conclusion does not need them to be. Invented-pixel fraction estimates how much work a frame needs, not whether the result is usable, and the subsection above already moved it ten points by changing one parameter of the measurement. The narrower claim survives all of that: 60% of the orbit has nothing to warp from. No inpainter, warper or threshold reaches it. Costs $0.00: everything here ran locally against the sealed r2 geometry, read-only. Numbers read live from dwi-far-reach.json, generated from the sealed r3 manifest; the four plates above carry their payload hashes in dwi-facing-plates.json.