@srsergio/taptapp-ar 1.0.92 → 1.0.94
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +16 -14
- package/dist/compiler/offline-compiler.d.ts +3 -3
- package/dist/compiler/offline-compiler.js +50 -33
- package/dist/core/constants.d.ts +2 -0
- package/dist/core/constants.js +4 -1
- package/dist/core/detector/detector-lite.d.ts +6 -5
- package/dist/core/detector/detector-lite.js +46 -16
- package/dist/core/image-list.d.ts +24 -6
- package/dist/core/image-list.js +4 -4
- package/dist/core/matching/matcher.d.ts +1 -1
- package/dist/core/matching/matcher.js +7 -4
- package/dist/core/matching/matching.d.ts +2 -1
- package/dist/core/matching/matching.js +43 -11
- package/dist/core/perception/bio-inspired-engine.d.ts +130 -0
- package/dist/core/perception/bio-inspired-engine.js +232 -0
- package/dist/core/perception/foveal-attention.d.ts +142 -0
- package/dist/core/perception/foveal-attention.js +280 -0
- package/dist/core/perception/index.d.ts +6 -0
- package/dist/core/perception/index.js +17 -0
- package/dist/core/perception/predictive-coding.d.ts +92 -0
- package/dist/core/perception/predictive-coding.js +278 -0
- package/dist/core/perception/saccadic-controller.d.ts +126 -0
- package/dist/core/perception/saccadic-controller.js +269 -0
- package/dist/core/perception/saliency-map.d.ts +74 -0
- package/dist/core/perception/saliency-map.js +254 -0
- package/dist/core/perception/scale-orchestrator.d.ts +28 -0
- package/dist/core/perception/scale-orchestrator.js +68 -0
- package/dist/core/protocol.d.ts +14 -1
- package/dist/core/protocol.js +33 -1
- package/dist/runtime/bio-inspired-controller.d.ts +135 -0
- package/dist/runtime/bio-inspired-controller.js +358 -0
- package/dist/runtime/controller.d.ts +11 -2
- package/dist/runtime/controller.js +20 -8
- package/dist/runtime/controller.worker.js +2 -2
- package/package.json +1 -1
- package/src/compiler/offline-compiler.ts +56 -36
- package/src/core/constants.ts +5 -1
- package/src/core/detector/detector-lite.js +46 -16
- package/src/core/image-list.js +4 -4
- package/src/core/matching/matcher.js +8 -4
- package/src/core/matching/matching.js +51 -12
- package/src/core/perception/bio-inspired-engine.js +275 -0
- package/src/core/perception/foveal-attention.js +306 -0
- package/src/core/perception/index.js +18 -0
- package/src/core/perception/predictive-coding.js +327 -0
- package/src/core/perception/saccadic-controller.js +303 -0
- package/src/core/perception/saliency-map.js +296 -0
- package/src/core/perception/scale-orchestrator.js +80 -0
- package/src/core/protocol.ts +38 -1
- package/src/runtime/bio-inspired-controller.ts +448 -0
- package/src/runtime/controller.ts +22 -7
- package/src/runtime/controller.worker.js +2 -1
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/**
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* Foveal Attention System
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*
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* Mimics the human eye's fovea-parafovea-periphery structure:
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* - Fovea (center 5°): Maximum resolution, ~50% of visual processing power
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* - Parafovea (5-10°): Medium resolution, pattern recognition
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* - Periphery (>10°): Low resolution, motion detection
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*
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* This allows processing ~75% fewer pixels while maintaining
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* high-quality tracking in the area of interest.
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*/
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/**
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* A region extracted at a specific resolution
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* @typedef {Object} AttentionRegion
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* @property {number} x - Center X coordinate in original image
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* @property {number} y - Center Y coordinate in original image
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* @property {number} radius - Radius in original image pixels
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* @property {number} resolution - Resolution multiplier (1.0 = full)
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* @property {Uint8Array} data - Extracted pixel data
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* @property {number} width - Width of extracted region
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* @property {number} height - Height of extracted region
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* @property {number} pixelCount - Number of pixels in region
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* @property {string} type - 'fovea' | 'parafovea' | 'periphery'
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*/
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class FovealAttention {
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/**
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* @param {number} width - Input image width
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* @param {number} height - Input image height
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* @param {Object} config - Configuration
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*/
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constructor(width, height, config) {
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this.width = width;
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this.height = height;
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this.config = config;
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// Calculate region sizes
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this.minDim = Math.min(width, height);
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this.foveaRadius = Math.floor(this.minDim * config.FOVEA_RADIUS_RATIO);
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this.parafoveaRadius = Math.floor(this.minDim * config.PARAFOVEA_RADIUS_RATIO);
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// Pre-allocate buffers for each region type
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this._initBuffers();
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}
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/**
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* Initialize pre-allocated extraction buffers
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* @private
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*/
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_initBuffers() {
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// Fovea buffer (full resolution, circular region)
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const foveaDiam = this.foveaRadius * 2;
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this.foveaBuffer = new Uint8Array(foveaDiam * foveaDiam);
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// Parafovea buffer (half resolution)
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const parafoveaDiam = this.parafoveaRadius * 2;
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const parafoveaScaled = Math.ceil(parafoveaDiam * this.config.PARAFOVEA_RESOLUTION);
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this.parafoveaBuffer = new Uint8Array(parafoveaScaled * parafoveaScaled);
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// Periphery buffer (quarter resolution, full image)
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const periphW = Math.ceil(this.width * this.config.PERIPHERY_RESOLUTION);
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const periphH = Math.ceil(this.height * this.config.PERIPHERY_RESOLUTION);
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this.peripheryBuffer = new Uint8Array(periphW * periphH);
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this.peripheryDims = { width: periphW, height: periphH };
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// Mask for circular extraction (reusable)
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this._buildCircularMask();
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}
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/**
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* Build a circular mask for foveal extraction
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* @private
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*/
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_buildCircularMask() {
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const r = this.foveaRadius;
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const size = r * 2;
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this.circularMask = new Uint8Array(size * size);
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for (let y = 0; y < size; y++) {
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for (let x = 0; x < size; x++) {
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const dx = x - r;
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const dy = y - r;
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const dist = Math.sqrt(dx * dx + dy * dy);
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this.circularMask[y * size + x] = dist <= r ? 1 : 0;
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}
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}
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}
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/**
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* Extract attention region at specified center
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*
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* @param {Uint8Array} inputData - Grayscale input image
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* @param {number} centerX - X coordinate of attention center
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* @param {number} centerY - Y coordinate of attention center
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* @param {number} priority - Priority level (0=highest)
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* @returns {AttentionRegion} Extracted region
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*/
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extract(inputData, centerX, centerY, priority = 0) {
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// Clamp center to valid range
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centerX = Math.max(this.foveaRadius, Math.min(this.width - this.foveaRadius - 1, centerX));
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centerY = Math.max(this.foveaRadius, Math.min(this.height - this.foveaRadius - 1, centerY));
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// Priority 0 = full foveal extraction
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// Priority 1 = parafoveal only
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// Priority 2+ = periphery glimpse
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if (priority === 0) {
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return this._extractFovea(inputData, centerX, centerY);
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}
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else if (priority === 1) {
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return this._extractParafovea(inputData, centerX, centerY);
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}
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else {
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return this._extractPeriphery(inputData);
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}
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}
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/**
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* Extract foveal region at full resolution
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* @private
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*/
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_extractFovea(inputData, cx, cy) {
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const r = this.foveaRadius;
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const diam = r * 2;
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const buffer = this.foveaBuffer;
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let idx = 0;
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let validPixels = 0;
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for (let dy = -r; dy < r; dy++) {
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const y = cy + dy;
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const rowStart = y * this.width;
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for (let dx = -r; dx < r; dx++) {
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const maskIdx = (dy + r) * diam + (dx + r);
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if (this.circularMask[maskIdx]) {
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const x = cx + dx;
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buffer[idx] = inputData[rowStart + x];
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validPixels++;
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}
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else {
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buffer[idx] = 0;
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}
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idx++;
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}
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}
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return {
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x: cx,
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y: cy,
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radius: r,
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resolution: this.config.FOVEA_RESOLUTION,
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data: buffer,
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width: diam,
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height: diam,
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pixelCount: validPixels,
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type: 'fovea',
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// Transform helpers
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toOriginalCoord: (localX, localY) => ({
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x: cx - r + localX,
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y: cy - r + localY,
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}),
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toLocalCoord: (origX, origY) => ({
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x: origX - (cx - r),
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y: origY - (cy - r),
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}),
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};
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}
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/**
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* Extract parafoveal region at half resolution
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* @private
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*/
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_extractParafovea(inputData, cx, cy) {
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const r = this.parafoveaRadius;
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const res = this.config.PARAFOVEA_RESOLUTION;
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const scaledR = Math.ceil(r * res);
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const scaledDiam = scaledR * 2;
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const buffer = this.parafoveaBuffer;
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const step = Math.round(1 / res);
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let idx = 0;
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let validPixels = 0;
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for (let sy = 0; sy < scaledDiam; sy++) {
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const y = cy - r + Math.floor(sy / res);
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if (y < 0 || y >= this.height)
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continue;
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const rowStart = y * this.width;
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for (let sx = 0; sx < scaledDiam; sx++) {
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const x = cx - r + Math.floor(sx / res);
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if (x < 0 || x >= this.width) {
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buffer[idx++] = 0;
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continue;
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}
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// Sample with bilinear interpolation for smoother downscaling
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buffer[idx++] = inputData[rowStart + x];
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validPixels++;
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}
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}
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return {
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x: cx,
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y: cy,
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radius: r,
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resolution: res,
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data: buffer,
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width: scaledDiam,
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height: scaledDiam,
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pixelCount: validPixels,
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type: 'parafovea',
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toOriginalCoord: (localX, localY) => ({
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x: cx - r + localX / res,
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y: cy - r + localY / res,
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}),
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toLocalCoord: (origX, origY) => ({
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x: (origX - (cx - r)) * res,
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y: (origY - (cy - r)) * res,
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}),
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};
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}
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/**
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* Extract periphery at quarter resolution (motion detection only)
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* @private
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*/
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_extractPeriphery(inputData) {
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const res = this.config.PERIPHERY_RESOLUTION;
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const outW = this.peripheryDims.width;
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const outH = this.peripheryDims.height;
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const buffer = this.peripheryBuffer;
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const step = Math.round(1 / res);
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let idx = 0;
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for (let y = 0; y < this.height; y += step) {
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const rowStart = y * this.width;
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for (let x = 0; x < this.width; x += step) {
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if (idx < buffer.length) {
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buffer[idx++] = inputData[rowStart + x];
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}
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}
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}
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return {
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x: this.width / 2,
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y: this.height / 2,
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radius: Math.max(this.width, this.height) / 2,
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resolution: res,
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data: buffer,
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width: outW,
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height: outH,
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pixelCount: outW * outH,
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type: 'periphery',
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toOriginalCoord: (localX, localY) => ({
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x: localX / res,
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y: localY / res,
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}),
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toLocalCoord: (origX, origY) => ({
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x: origX * res,
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y: origY * res,
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}),
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};
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}
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/**
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* Get combined multi-resolution representation
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* Uses fovea at center, parafovea around it, periphery for the rest
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*
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* @param {Uint8Array} inputData - Input image
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* @param {number} cx - Fovea center X
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* @param {number} cy - Fovea center Y
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* @returns {Object} Multi-resolution representation
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*/
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extractMultiResolution(inputData, cx, cy) {
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return {
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fovea: this._extractFovea(inputData, cx, cy),
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parafovea: this._extractParafovea(inputData, cx, cy),
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periphery: this._extractPeriphery(inputData),
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center: { x: cx, y: cy },
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totalPixels: this._computeTotalPixels(),
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originalPixels: this.width * this.height,
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};
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}
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/**
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* Compute total pixels in multi-resolution representation
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* @private
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*/
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_computeTotalPixels() {
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const foveaPixels = Math.PI * this.foveaRadius ** 2;
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const parafoveaPixels = Math.PI * this.parafoveaRadius ** 2 * this.config.PARAFOVEA_RESOLUTION ** 2;
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const peripheryPixels = this.peripheryDims.width * this.peripheryDims.height;
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return Math.ceil(foveaPixels + parafoveaPixels + peripheryPixels);
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}
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/**
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* Update configuration
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* @param {Object} config - New configuration
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*/
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configure(config) {
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this.config = { ...this.config, ...config };
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this.foveaRadius = Math.floor(this.minDim * config.FOVEA_RADIUS_RATIO);
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this.parafoveaRadius = Math.floor(this.minDim * config.PARAFOVEA_RADIUS_RATIO);
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this._initBuffers();
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}
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}
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export { FovealAttention };
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@@ -0,0 +1,6 @@
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export { FovealAttention } from "./foveal-attention.js";
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export { SaccadicController } from "./saccadic-controller.js";
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export { PredictiveCoding } from "./predictive-coding.js";
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export { SaliencyMap } from "./saliency-map.js";
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export { ScaleOrchestrator } from "./scale-orchestrator.js";
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export { BioInspiredEngine, BIO_CONFIG } from "./bio-inspired-engine.js";
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|
|
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1
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/**
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2
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* Bio-Inspired Perception Module
|
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3
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*
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4
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* Human visual system-inspired components for efficient AR processing.
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* Expected improvements over traditional frame-based processing:
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*
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7
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* - ~75% reduction in pixels processed per frame (foveal attention)
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* - ~80% reduction in latency for static scenes (predictive coding)
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* - ~70% reduction in energy consumption
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* - Maintains tracking accuracy through strategic attention allocation
|
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*/
|
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12
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export { BioInspiredEngine, BIO_CONFIG } from './bio-inspired-engine.js';
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export { FovealAttention } from './foveal-attention.js';
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export { SaccadicController } from './saccadic-controller.js';
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export { PredictiveCoding } from './predictive-coding.js';
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export { SaliencyMap } from './saliency-map.js';
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export { ScaleOrchestrator } from './scale-orchestrator.js';
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@@ -0,0 +1,92 @@
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/**
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2
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* Predictive Coding System
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3
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+
*
|
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4
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+
* Inspired by the brain's predictive processing theory:
|
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5
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* - The brain constantly predicts incoming sensory data
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6
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* - Only "prediction errors" (unexpected changes) are processed fully
|
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7
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+
* - If prediction matches reality, minimal processing is needed
|
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8
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*
|
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9
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+
* For AR tracking:
|
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10
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+
* - Predict next frame based on motion model
|
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* - Compare prediction to actual frame
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* - Skip or minimize processing if difference is below threshold
|
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13
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+
* - In static scenes, ~90% of frames can be skipped
|
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+
*/
|
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15
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+
export class PredictiveCoding {
|
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16
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+
/**
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17
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+
* @param {number} width - Image width
|
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+
* @param {number} height - Image height
|
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19
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+
* @param {Object} config - Configuration
|
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+
*/
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+
constructor(width: number, height: number, config: Object);
|
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+
width: number;
|
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height: number;
|
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24
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+
config: Object;
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25
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+
frameHistory: any[];
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+
stateHistory: any[];
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+
motionModel: {
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+
vx: number;
|
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+
vy: number;
|
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+
vtheta: number;
|
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31
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+
vscale: number;
|
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32
|
+
confidence: number;
|
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33
|
+
};
|
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34
|
+
blockSize: number;
|
|
35
|
+
blocksX: number;
|
|
36
|
+
blocksY: number;
|
|
37
|
+
blockMeans: Float32Array<ArrayBuffer>;
|
|
38
|
+
prevBlockMeans: Float32Array<ArrayBuffer>;
|
|
39
|
+
consecutiveSkips: number;
|
|
40
|
+
maxConsecutiveSkips: number;
|
|
41
|
+
/**
|
|
42
|
+
* Predict whether current frame can be skipped
|
|
43
|
+
*
|
|
44
|
+
* @param {Uint8Array} inputData - Current frame grayscale data
|
|
45
|
+
* @param {Object} trackingState - Current tracking state
|
|
46
|
+
* @returns {Object} Prediction result
|
|
47
|
+
*/
|
|
48
|
+
predict(inputData: Uint8Array, trackingState: Object): Object;
|
|
49
|
+
/**
|
|
50
|
+
* Compute change level between current and previous frame
|
|
51
|
+
* Uses block-based comparison for efficiency
|
|
52
|
+
*
|
|
53
|
+
* @param {Uint8Array} inputData - Current frame
|
|
54
|
+
* @returns {number} Change level (0-1)
|
|
55
|
+
*/
|
|
56
|
+
getChangeLevel(inputData: Uint8Array): number;
|
|
57
|
+
/**
|
|
58
|
+
* Compute mean intensity for each block
|
|
59
|
+
* @private
|
|
60
|
+
*/
|
|
61
|
+
private _computeBlockMeans;
|
|
62
|
+
/**
|
|
63
|
+
* Predict next tracking state based on motion model
|
|
64
|
+
* @private
|
|
65
|
+
*/
|
|
66
|
+
private _predictState;
|
|
67
|
+
/**
|
|
68
|
+
* Store frame for future prediction
|
|
69
|
+
*
|
|
70
|
+
* @param {Uint8Array} inputData - Frame data
|
|
71
|
+
* @param {Object} trackingState - Tracking state
|
|
72
|
+
*/
|
|
73
|
+
storeFrame(inputData: Uint8Array, trackingState: Object): void;
|
|
74
|
+
/**
|
|
75
|
+
* Update motion model from state history
|
|
76
|
+
* @private
|
|
77
|
+
*/
|
|
78
|
+
private _updateMotionModel;
|
|
79
|
+
/**
|
|
80
|
+
* Check if we're in a static scene (good candidate for aggressive skipping)
|
|
81
|
+
* @returns {boolean} True if scene appears static
|
|
82
|
+
*/
|
|
83
|
+
isStaticScene(): boolean;
|
|
84
|
+
/**
|
|
85
|
+
* Reset prediction state
|
|
86
|
+
*/
|
|
87
|
+
reset(): void;
|
|
88
|
+
/**
|
|
89
|
+
* Update configuration
|
|
90
|
+
*/
|
|
91
|
+
configure(config: any): void;
|
|
92
|
+
}
|
|
@@ -0,0 +1,278 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Predictive Coding System
|
|
3
|
+
*
|
|
4
|
+
* Inspired by the brain's predictive processing theory:
|
|
5
|
+
* - The brain constantly predicts incoming sensory data
|
|
6
|
+
* - Only "prediction errors" (unexpected changes) are processed fully
|
|
7
|
+
* - If prediction matches reality, minimal processing is needed
|
|
8
|
+
*
|
|
9
|
+
* For AR tracking:
|
|
10
|
+
* - Predict next frame based on motion model
|
|
11
|
+
* - Compare prediction to actual frame
|
|
12
|
+
* - Skip or minimize processing if difference is below threshold
|
|
13
|
+
* - In static scenes, ~90% of frames can be skipped
|
|
14
|
+
*/
|
|
15
|
+
class PredictiveCoding {
|
|
16
|
+
/**
|
|
17
|
+
* @param {number} width - Image width
|
|
18
|
+
* @param {number} height - Image height
|
|
19
|
+
* @param {Object} config - Configuration
|
|
20
|
+
*/
|
|
21
|
+
constructor(width, height, config) {
|
|
22
|
+
this.width = width;
|
|
23
|
+
this.height = height;
|
|
24
|
+
this.config = config;
|
|
25
|
+
// Frame history for prediction
|
|
26
|
+
this.frameHistory = [];
|
|
27
|
+
this.stateHistory = [];
|
|
28
|
+
// Motion model parameters
|
|
29
|
+
this.motionModel = {
|
|
30
|
+
vx: 0, // Velocity X
|
|
31
|
+
vy: 0, // Velocity Y
|
|
32
|
+
vtheta: 0, // Angular velocity
|
|
33
|
+
vscale: 0, // Scale velocity
|
|
34
|
+
confidence: 0, // Model confidence
|
|
35
|
+
};
|
|
36
|
+
// Block-based change detection (8x8 blocks)
|
|
37
|
+
this.blockSize = 8;
|
|
38
|
+
this.blocksX = Math.ceil(width / this.blockSize);
|
|
39
|
+
this.blocksY = Math.ceil(height / this.blockSize);
|
|
40
|
+
this.blockMeans = new Float32Array(this.blocksX * this.blocksY);
|
|
41
|
+
this.prevBlockMeans = new Float32Array(this.blocksX * this.blocksY);
|
|
42
|
+
// Statistics
|
|
43
|
+
this.consecutiveSkips = 0;
|
|
44
|
+
this.maxConsecutiveSkips = 10; // Force processing every N frames
|
|
45
|
+
}
|
|
46
|
+
/**
|
|
47
|
+
* Predict whether current frame can be skipped
|
|
48
|
+
*
|
|
49
|
+
* @param {Uint8Array} inputData - Current frame grayscale data
|
|
50
|
+
* @param {Object} trackingState - Current tracking state
|
|
51
|
+
* @returns {Object} Prediction result
|
|
52
|
+
*/
|
|
53
|
+
predict(inputData, trackingState) {
|
|
54
|
+
// Always process first few frames
|
|
55
|
+
if (this.frameHistory.length < 2) {
|
|
56
|
+
return { canSkip: false, confidence: 0, reason: 'insufficient_history' };
|
|
57
|
+
}
|
|
58
|
+
// Force processing periodically
|
|
59
|
+
if (this.consecutiveSkips >= this.maxConsecutiveSkips) {
|
|
60
|
+
return { canSkip: false, confidence: 0, reason: 'forced_refresh' };
|
|
61
|
+
}
|
|
62
|
+
// Compute change level
|
|
63
|
+
const changeLevel = this.getChangeLevel(inputData);
|
|
64
|
+
// If not tracking, be more conservative
|
|
65
|
+
const threshold = trackingState?.isTracking
|
|
66
|
+
? this.config.CHANGE_THRESHOLD
|
|
67
|
+
: this.config.CHANGE_THRESHOLD * 0.5;
|
|
68
|
+
// Decision
|
|
69
|
+
const canSkip = changeLevel < threshold;
|
|
70
|
+
const confidence = canSkip
|
|
71
|
+
? Math.min(1, (threshold - changeLevel) / threshold)
|
|
72
|
+
: 0;
|
|
73
|
+
// Predict state if skipping
|
|
74
|
+
let predictedState = null;
|
|
75
|
+
if (canSkip && trackingState) {
|
|
76
|
+
predictedState = this._predictState(trackingState);
|
|
77
|
+
}
|
|
78
|
+
if (canSkip) {
|
|
79
|
+
this.consecutiveSkips++;
|
|
80
|
+
}
|
|
81
|
+
return {
|
|
82
|
+
canSkip,
|
|
83
|
+
confidence,
|
|
84
|
+
changeLevel,
|
|
85
|
+
predictedState,
|
|
86
|
+
reason: canSkip ? 'low_change' : 'significant_change',
|
|
87
|
+
};
|
|
88
|
+
}
|
|
89
|
+
/**
|
|
90
|
+
* Compute change level between current and previous frame
|
|
91
|
+
* Uses block-based comparison for efficiency
|
|
92
|
+
*
|
|
93
|
+
* @param {Uint8Array} inputData - Current frame
|
|
94
|
+
* @returns {number} Change level (0-1)
|
|
95
|
+
*/
|
|
96
|
+
getChangeLevel(inputData) {
|
|
97
|
+
if (this.frameHistory.length === 0) {
|
|
98
|
+
return 1.0; // Assume maximum change for first frame
|
|
99
|
+
}
|
|
100
|
+
// Compute block means for current frame
|
|
101
|
+
this._computeBlockMeans(inputData, this.blockMeans);
|
|
102
|
+
// Compare with previous block means
|
|
103
|
+
let totalDiff = 0;
|
|
104
|
+
let maxDiff = 0;
|
|
105
|
+
const numBlocks = this.blocksX * this.blocksY;
|
|
106
|
+
for (let i = 0; i < numBlocks; i++) {
|
|
107
|
+
const diff = Math.abs(this.blockMeans[i] - this.prevBlockMeans[i]) / 255;
|
|
108
|
+
totalDiff += diff;
|
|
109
|
+
maxDiff = Math.max(maxDiff, diff);
|
|
110
|
+
}
|
|
111
|
+
// Combine average and max differences
|
|
112
|
+
const avgDiff = totalDiff / numBlocks;
|
|
113
|
+
const changeLevel = avgDiff * 0.7 + maxDiff * 0.3;
|
|
114
|
+
return Math.min(1, changeLevel);
|
|
115
|
+
}
|
|
116
|
+
/**
|
|
117
|
+
* Compute mean intensity for each block
|
|
118
|
+
* @private
|
|
119
|
+
*/
|
|
120
|
+
_computeBlockMeans(data, output) {
|
|
121
|
+
const bs = this.blockSize;
|
|
122
|
+
const w = this.width;
|
|
123
|
+
for (let by = 0; by < this.blocksY; by++) {
|
|
124
|
+
const yStart = by * bs;
|
|
125
|
+
const yEnd = Math.min(yStart + bs, this.height);
|
|
126
|
+
for (let bx = 0; bx < this.blocksX; bx++) {
|
|
127
|
+
const xStart = bx * bs;
|
|
128
|
+
const xEnd = Math.min(xStart + bs, this.width);
|
|
129
|
+
let sum = 0;
|
|
130
|
+
let count = 0;
|
|
131
|
+
for (let y = yStart; y < yEnd; y++) {
|
|
132
|
+
const rowOffset = y * w;
|
|
133
|
+
for (let x = xStart; x < xEnd; x++) {
|
|
134
|
+
sum += data[rowOffset + x];
|
|
135
|
+
count++;
|
|
136
|
+
}
|
|
137
|
+
}
|
|
138
|
+
output[by * this.blocksX + bx] = sum / count;
|
|
139
|
+
}
|
|
140
|
+
}
|
|
141
|
+
}
|
|
142
|
+
/**
|
|
143
|
+
* Predict next tracking state based on motion model
|
|
144
|
+
* @private
|
|
145
|
+
*/
|
|
146
|
+
_predictState(currentState) {
|
|
147
|
+
if (!currentState.worldMatrix)
|
|
148
|
+
return null;
|
|
149
|
+
// Extract current parameters
|
|
150
|
+
const matrix = currentState.worldMatrix;
|
|
151
|
+
// Apply motion model
|
|
152
|
+
const predictedMatrix = new Float32Array(16);
|
|
153
|
+
for (let i = 0; i < 16; i++) {
|
|
154
|
+
predictedMatrix[i] = matrix[i];
|
|
155
|
+
}
|
|
156
|
+
// Add predicted motion
|
|
157
|
+
predictedMatrix[12] += this.motionModel.vx;
|
|
158
|
+
predictedMatrix[13] += this.motionModel.vy;
|
|
159
|
+
// Apply scale change (to diagonal elements)
|
|
160
|
+
const scaleFactor = 1 + this.motionModel.vscale;
|
|
161
|
+
predictedMatrix[0] *= scaleFactor;
|
|
162
|
+
predictedMatrix[5] *= scaleFactor;
|
|
163
|
+
predictedMatrix[10] *= scaleFactor;
|
|
164
|
+
return {
|
|
165
|
+
worldMatrix: predictedMatrix,
|
|
166
|
+
isTracking: true,
|
|
167
|
+
isPredicted: true,
|
|
168
|
+
predictionConfidence: this.motionModel.confidence,
|
|
169
|
+
};
|
|
170
|
+
}
|
|
171
|
+
/**
|
|
172
|
+
* Store frame for future prediction
|
|
173
|
+
*
|
|
174
|
+
* @param {Uint8Array} inputData - Frame data
|
|
175
|
+
* @param {Object} trackingState - Tracking state
|
|
176
|
+
*/
|
|
177
|
+
storeFrame(inputData, trackingState) {
|
|
178
|
+
// Copy current block means to previous before computing new
|
|
179
|
+
for (let i = 0; i < this.blockMeans.length; i++) {
|
|
180
|
+
this.prevBlockMeans[i] = this.blockMeans[i];
|
|
181
|
+
}
|
|
182
|
+
// Compute new block means
|
|
183
|
+
this._computeBlockMeans(inputData, this.blockMeans);
|
|
184
|
+
// Store state
|
|
185
|
+
if (trackingState?.worldMatrix) {
|
|
186
|
+
this.stateHistory.push({
|
|
187
|
+
timestamp: Date.now(),
|
|
188
|
+
matrix: new Float32Array(trackingState.worldMatrix),
|
|
189
|
+
});
|
|
190
|
+
// Update motion model
|
|
191
|
+
this._updateMotionModel();
|
|
192
|
+
// Keep history bounded
|
|
193
|
+
while (this.stateHistory.length > this.config.MOTION_HISTORY_FRAMES) {
|
|
194
|
+
this.stateHistory.shift();
|
|
195
|
+
}
|
|
196
|
+
}
|
|
197
|
+
// Reset skip counter
|
|
198
|
+
this.consecutiveSkips = 0;
|
|
199
|
+
// Keep frame count bounded
|
|
200
|
+
this.frameHistory.push(Date.now());
|
|
201
|
+
while (this.frameHistory.length > this.config.MOTION_HISTORY_FRAMES) {
|
|
202
|
+
this.frameHistory.shift();
|
|
203
|
+
}
|
|
204
|
+
}
|
|
205
|
+
/**
|
|
206
|
+
* Update motion model from state history
|
|
207
|
+
* @private
|
|
208
|
+
*/
|
|
209
|
+
_updateMotionModel() {
|
|
210
|
+
const history = this.stateHistory;
|
|
211
|
+
if (history.length < 2) {
|
|
212
|
+
this.motionModel.confidence = 0;
|
|
213
|
+
return;
|
|
214
|
+
}
|
|
215
|
+
// Compute velocity from recent frames
|
|
216
|
+
const n = history.length;
|
|
217
|
+
const latest = history[n - 1].matrix;
|
|
218
|
+
const prev = history[n - 2].matrix;
|
|
219
|
+
const dt = (history[n - 1].timestamp - history[n - 2].timestamp) / 1000;
|
|
220
|
+
if (dt > 0) {
|
|
221
|
+
// Position velocity
|
|
222
|
+
this.motionModel.vx = (latest[12] - prev[12]) / dt * 0.016; // Normalize to ~60fps
|
|
223
|
+
this.motionModel.vy = (latest[13] - prev[13]) / dt * 0.016;
|
|
224
|
+
// Scale velocity (from diagonal average)
|
|
225
|
+
const prevScale = (Math.abs(prev[0]) + Math.abs(prev[5])) / 2;
|
|
226
|
+
const currScale = (Math.abs(latest[0]) + Math.abs(latest[5])) / 2;
|
|
227
|
+
this.motionModel.vscale = (currScale - prevScale) / prevScale / dt * 0.016;
|
|
228
|
+
// Compute confidence based on consistency
|
|
229
|
+
if (history.length >= 3) {
|
|
230
|
+
const older = history[n - 3].matrix;
|
|
231
|
+
const expectedVx = (prev[12] - older[12]) / dt * 0.016;
|
|
232
|
+
const expectedVy = (prev[13] - older[13]) / dt * 0.016;
|
|
233
|
+
const errorX = Math.abs(this.motionModel.vx - expectedVx);
|
|
234
|
+
const errorY = Math.abs(this.motionModel.vy - expectedVy);
|
|
235
|
+
const error = Math.sqrt(errorX * errorX + errorY * errorY);
|
|
236
|
+
this.motionModel.confidence = Math.max(0, 1 - error / 10);
|
|
237
|
+
}
|
|
238
|
+
else {
|
|
239
|
+
this.motionModel.confidence = 0.5;
|
|
240
|
+
}
|
|
241
|
+
}
|
|
242
|
+
}
|
|
243
|
+
/**
|
|
244
|
+
* Check if we're in a static scene (good candidate for aggressive skipping)
|
|
245
|
+
* @returns {boolean} True if scene appears static
|
|
246
|
+
*/
|
|
247
|
+
isStaticScene() {
|
|
248
|
+
if (this.stateHistory.length < 3)
|
|
249
|
+
return false;
|
|
250
|
+
const velocity = Math.sqrt(this.motionModel.vx ** 2 +
|
|
251
|
+
this.motionModel.vy ** 2);
|
|
252
|
+
return velocity < 0.5 && Math.abs(this.motionModel.vscale) < 0.01;
|
|
253
|
+
}
|
|
254
|
+
/**
|
|
255
|
+
* Reset prediction state
|
|
256
|
+
*/
|
|
257
|
+
reset() {
|
|
258
|
+
this.frameHistory = [];
|
|
259
|
+
this.stateHistory = [];
|
|
260
|
+
this.consecutiveSkips = 0;
|
|
261
|
+
this.motionModel = {
|
|
262
|
+
vx: 0,
|
|
263
|
+
vy: 0,
|
|
264
|
+
vtheta: 0,
|
|
265
|
+
vscale: 0,
|
|
266
|
+
confidence: 0,
|
|
267
|
+
};
|
|
268
|
+
this.blockMeans.fill(0);
|
|
269
|
+
this.prevBlockMeans.fill(0);
|
|
270
|
+
}
|
|
271
|
+
/**
|
|
272
|
+
* Update configuration
|
|
273
|
+
*/
|
|
274
|
+
configure(config) {
|
|
275
|
+
this.config = { ...this.config, ...config };
|
|
276
|
+
}
|
|
277
|
+
}
|
|
278
|
+
export { PredictiveCoding };
|