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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.

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.