fix: motion-responsive skeleton + through-wall CSI tracking

- Pose decoder now uses per-cell motion grid to track actual arm/head
  positions — raising arms moves the skeleton's arms, head follows
  lateral movement
- Motion grid (10x8 cells) tracks intensity per body zone: head,
  left/right arm upper/mid, legs
- Through-wall mode: when person exits frame, CSI maintains presence
  with slow decay (~10s) and skeleton drifts in exit direction
- CSI simulator persists sensing after video loss, ghost pose renders
  with decreasing confidence
- Reduced temporal smoothing (0.45) for faster response to movement

Co-Authored-By: claude-flow <ruv@ruv.net>
This commit is contained in:
ruv
2026-03-12 16:10:29 -04:00
parent c4e640c812
commit 3be63a7589
4 changed files with 381 additions and 99 deletions
+30 -5
View File
@@ -68,13 +68,38 @@ export class CsiSimulator {
get isLive() { return this.mode === 'live'; }
/**
* Update person state from video detection (for correlated demo data)
* Update person state from video detection (for correlated demo data).
* When person exits frame, CSI maintains presence with slow decay
* (simulating through-wall sensing capability).
*/
updatePersonState(presence, x, y, motion) {
this.personPresence = presence;
this.personX = x;
this.personY = y;
this.personMotion = motion;
if (presence > 0.1) {
// Person detected in video — update CSI state directly
this.personPresence = presence;
this.personX = x;
this.personY = y;
this.personMotion = motion;
this._lastSeenTime = performance.now();
this._lastSeenX = x;
this._lastSeenY = y;
} else if (this._lastSeenTime) {
// Person NOT in video — CSI "through-wall" persistence
const elapsed = (performance.now() - this._lastSeenTime) / 1000;
// CSI can sense through walls for ~10 seconds with decaying confidence
const decayRate = 0.15; // Lose ~15% per second
this.personPresence = Math.max(0, 1.0 - elapsed * decayRate);
// Position slowly drifts (person walking behind wall)
this.personX = this._lastSeenX;
this.personY = this._lastSeenY;
this.personMotion = Math.max(0, motion * 0.5 + this.personPresence * 0.2);
if (this.personPresence < 0.05) {
this._lastSeenTime = null;
}
} else {
this.personPresence = 0;
this.personMotion = 0;
}
}
/**