Adaptive temporal smoothing + wider reset gate to reduce jitter without adding lag

This commit is contained in:
2026-08-04 11:02:40 +10:00
parent 605f957f35
commit b2db078392
+23 -6
View File
@@ -23,11 +23,20 @@ export class WorldFuser {
this.anchorMats = new Map(); // markerId -> Matrix4 this.anchorMats = new Map(); // markerId -> Matrix4
this.smoothPos = null; this.smoothPos = null;
this.smoothQuat = null; this.smoothQuat = null;
this.posAlpha = 0.35; // smoothing factors (higher = snappier) // adaptive smoothing bounds: minAlpha when nearly still (heavy smoothing,
this.quatAlpha = 0.35; // kills jitter), maxAlpha when moving fast (light smoothing, stays responsive)
this.minAlpha = 0.08;
this.maxAlpha = 0.6;
this.lastFuseT = 0; this.lastFuseT = 0;
} }
// Map a motion magnitude between [lo, hi] thresholds to an alpha in
// [minAlpha, maxAlpha]. Below lo => minAlpha (still); above hi => maxAlpha (moving).
adaptAlpha(delta, lo, hi) {
const tt = Math.min(1, Math.max(0, (delta - lo) / (hi - lo)));
return this.minAlpha + (this.maxAlpha - this.minAlpha) * tt;
}
setScene(scene) { setScene(scene) {
this.anchorMats.clear(); this.anchorMats.clear();
for (const a of scene.anchors || []) { for (const a of scene.anchors || []) {
@@ -72,12 +81,20 @@ export class WorldFuser {
} }
pos.multiplyScalar(1 / wSum); pos.multiplyScalar(1 / wSum);
// temporal smoothing // temporal smoothing — adaptive: smooth hard when nearly still (kills jitter),
// loosen when genuinely moving (stays responsive). Reset only after a real
// tracking gap so brief single-frame dropouts don't cause a visible snap.
const now = performance.now(); const now = performance.now();
if (this.smoothPos && now - this.lastFuseT < 500) { if (this.smoothPos && now - this.lastFuseT < 1500) {
this.smoothPos.lerp(pos, this.posAlpha); // positional delta in cm; rotational delta in radians
const dPos = this.smoothPos.distanceTo(pos);
if (this.smoothQuat.dot(quat) < 0) quat.set(-quat.x, -quat.y, -quat.z, -quat.w); if (this.smoothQuat.dot(quat) < 0) quat.set(-quat.x, -quat.y, -quat.z, -quat.w);
this.smoothQuat.slerp(quat, this.quatAlpha); const dAng = 2 * Math.acos(Math.min(1, Math.abs(this.smoothQuat.dot(quat))));
// map motion -> alpha in [minAlpha, maxAlpha]. Small motion => small alpha.
const pAlpha = this.adaptAlpha(dPos, 0.5, 6); // still<0.5cm .. moving>6cm
const qAlpha = this.adaptAlpha(dAng, 0.01, 0.15); // still<0.6° .. moving>8.6°
this.smoothPos.lerp(pos, pAlpha);
this.smoothQuat.slerp(quat, qAlpha);
} else { } else {
this.smoothPos = pos.clone(); this.smoothPos = pos.clone();
this.smoothQuat = quat.clone(); this.smoothQuat = quat.clone();