fix(ui): add client-side lerp smoothing to pose renderer
Keypoints now interpolate between frames (alpha=0.25) instead of jumping directly to new positions. This eliminates visual jitter that persists even with server-side EMA smoothing, because the renderer was drawing every WebSocket frame at full rate. Applied to skeleton, keypoints, and dense body rendering paths. Co-Authored-By: claude-flow <ruv@ruv.net>
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@ -56,10 +56,47 @@ export class PoseRenderer {
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[11, 13], [12, 14], [13, 15], [14, 16] // Legs
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];
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// Client-side keypoint smoothing: lerp between frames to reduce jitter.
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// Maps person index → array of {x, y} for each keypoint.
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this._smoothedKeypoints = new Map();
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this._lerpAlpha = 0.25; // 0 = frozen, 1 = instant (no smoothing)
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// Initialize rendering context
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this.initializeContext();
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}
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// Lerp a single value toward target
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_lerp(current, target, alpha) {
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return current + (target - current) * alpha;
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}
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// Get smoothed keypoint positions for a person
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_getSmoothedKeypoints(personIdx, keypoints) {
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if (!this.config.enableSmoothing || !keypoints || keypoints.length === 0) {
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return keypoints;
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}
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let prev = this._smoothedKeypoints.get(personIdx);
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if (!prev || prev.length !== keypoints.length) {
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// First frame or keypoint count changed — initialize
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prev = keypoints.map(kp => ({ x: kp.x, y: kp.y, z: kp.z || 0, confidence: kp.confidence, name: kp.name }));
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this._smoothedKeypoints.set(personIdx, prev);
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return keypoints;
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}
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const alpha = this._lerpAlpha;
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const smoothed = keypoints.map((kp, i) => ({
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...kp,
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x: this._lerp(prev[i].x, kp.x, alpha),
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y: this._lerp(prev[i].y, kp.y, alpha),
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}));
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// Update stored positions
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this._smoothedKeypoints.set(personIdx, smoothed.map(kp => ({ x: kp.x, y: kp.y, z: kp.z || 0, confidence: kp.confidence, name: kp.name })));
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return smoothed;
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}
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createLogger() {
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return {
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debug: (...args) => console.debug('[RENDERER-DEBUG]', new Date().toISOString(), ...args),
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@ -150,18 +187,17 @@ export class PoseRenderer {
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return; // Skip low confidence detections
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}
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console.log(`✅ [RENDERER] Rendering person ${index} with confidence: ${person.confidence}`);
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// Apply client-side lerp smoothing to reduce visual jitter
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const smoothedKps = this._getSmoothedKeypoints(index, person.keypoints);
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// Render skeleton connections
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if (this.config.showSkeleton && person.keypoints) {
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console.log(`🦴 [RENDERER] Rendering skeleton for person ${index}`);
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this.renderSkeleton(person.keypoints, person.confidence);
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if (this.config.showSkeleton && smoothedKps) {
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this.renderSkeleton(smoothedKps, person.confidence);
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}
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// Render keypoints
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if (this.config.showKeypoints && person.keypoints) {
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console.log(`🔴 [RENDERER] Rendering keypoints for person ${index}`);
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this.renderKeypoints(person.keypoints, person.confidence);
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if (this.config.showKeypoints && smoothedKps) {
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this.renderKeypoints(smoothedKps, person.confidence);
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}
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// Render bounding box
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@ -265,7 +301,7 @@ export class PoseRenderer {
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persons.forEach((person, personIdx) => {
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if (person.confidence < this.config.confidenceThreshold || !person.keypoints) return;
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const kps = person.keypoints;
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const kps = this._getSmoothedKeypoints(personIdx, person.keypoints);
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bodyParts.forEach((part) => {
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// Collect valid keypoints for this body part
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