# Architecture Current as of 2026-09-23. Supersedes the v2 tracking design throughout. ## Pipeline ``` camera video -> detection canvas (long side capped, ~20Hz) -> ArUco decode, maxHamming 0, filtered to scene anchor ids, deduped by id -> TRACKING ENGINE -> camera pose in world -> three.js render: server-driven ghosts + depth-only occluder meshes ``` Rendering runs every animation frame; detection and solving do not. ## Tracking engine **Primary: `opencv`** — a joint multi-marker *board* solve. Every detected crest corner becomes a 3D world point (from scene anchors via `anchorWorldMatrix`), and **one `solvePnP`** recovers the camera pose. This replaced v2's per-marker POS-IT plus confidence-weighted fusion: stability now scales with marker spread instead of degrading into fusion tuning, and there is no per-marker slerp base or area bucketing. **Fallback: `posit`** — the complete v2 pipeline (`detect` → `pose` → `fuse`), retained for on-table A/B and as an automatic fallback if the OpenCV worker fails to load. To be deleted once opencv is confirmed on the real town. Engine is runtime-switchable from the dev HUD and persists in `localStorage.nbx.engine`. ### Why OpenCV runs in a Web Worker The `@techstark/opencv-js` build embeds ~8 MB of WASM as a base64 data URI inside a 10.8 MB script. Parsing, base64-decoding and compiling that on the main thread froze the page for seconds and triggered "page unresponsive" on mobile. In `cv-worker.js` the whole cost — and every per-frame `solvePnP` — is off-thread. Solves are **fire-and-forget, one in flight**: if a solve is still running the frame is skipped rather than queued, so the main thread never blocks and latency can't accumulate. The 1€ filter (main thread) absorbs the ~1 frame delay. Pinned to `4.12.0-release.1`. Note for future work: this build lacks `solvePnPGeneric` and `cornerSubPix`, which is why pose ambiguity is handled by gating rather than by comparing both IPPE solutions. ## Camera model Everything derives from one assumption — `HFOV_DEG` (default 60, override via `localStorage.nbx.hfovDeg`) — **applied to the image's LONG axis**, because iOS may hand back a portrait stream (720×1280). Keying it to `videoWidth` made the focal length 1.78× too short. ```js focalPxFor(w, h) = (max(w, h) / 2) / tan(HFOV_DEG / 2) ``` The same function feeds both the detector and the render camera, so they cannot disagree. The render camera additionally accounts for `object-fit: cover`: only part of the frame is on screen, so `camera3.fov` comes from the *visible* height, and `_crop` records the visible fraction so on-screen diagnostics compare like with like. **Frame conversion** (validated against synthetic projections, error ~0): solvePnP returns world→cvCamera `(R, t)`; cv camera is +X right, +Y down, +Z forward. Camera position `C = -Rᵀt`; three.js world-from-camera rotation is `Rᵀ · diag(1, -1, -1)`. ## Pose validity: the coplanar ambiguity **A coplanar set of markers admits two poses that reproject almost equally well** — the true one and a mirrored twin. With few crests visible the solver intermittently returns the twin, which looks like ghosts snapping to the wrong side of the table. Reprojection error cannot separate them: a flipped pose was observed accepted at 1.3 px. Two independent measures, in order of preference: 1. **Geometry (the cure).** Non-coplanar anchors make the twin mathematically impossible. The A3 test rig provides this with a folded tower carrying crests 100 mm above the sheet; the real town should keep at least one raised or wall-mounted crest for the same reason. 2. **Physics gates (the safety net),** in `cv-worker.js`: the camera must be above the table, and cannot teleport 20 cm between frames. A rejected pose leaves the previous one in place. An escape hatch after 12 consecutive rejections prevents a bad reference locking tracking out. The HUD reports the rejection reason. Detection also **deduplicates ids within a frame**, keeping the largest quad: two quads decoding to one id would hand solvePnP contradictory image points for identical world points. ## Scene and state flow - **Scene is fetched over HTTP at startup**, not awaited from the WebSocket. Detection filters against scene anchor ids, so a slow or flapping socket used to make every detection get silently discarded — indistinguishable on screen from "the camera sees nothing". The WebSocket `scene` message now only refreshes an already-working client. - The WebSocket remains authoritative for **ghosts** (`spawn`, `despawn`, `active`, `characters`) and clock sync (`ping`/`pong`). - **Motion amounts are server-authoritative.** `playlist.js` sends explicit `bobAmp`, `radius` and `speed` with every spawn record, so client-side defaults never apply to a real ghost. Tune motion in the playlist config. ## Occlusion Invisible depth-only meshes (`colorWrite: false`) let physical models hide ghosts. Two shapes: boxes for buildings, and cylinders (`shape:'cylinder'` with `radiusCm`/`heightCm`) for round props, where a box silhouette would wrongly hide ghosts at the corners. Positions are floor-level; meshes are lifted by half their height. ## Caching App JS and HTML are served `no-cache` (ETag makes revalidation cheap); the 13 MB `opencv.js` is `immutable, max-age=1yr`. A cache-busting query on the entry module would not work — ES module imports fetch under their own URLs, so children would stay stale. Note that an upstream openresty proxy has been seen overriding this with a daily `expires`; that needs a vhost fix.