# 01 — Physics-floor primitives Bedrock physics that bounds everything else in the loop. Three primitives: ## Scripts | Script | Thread | Headline | |---|---|---| | `r1_toa_crlb.py` | R1 | 20 MHz HT20 @ 20 dB SNR ToA CRLB: 41 cm single-shot, 4 cm with 100× averaging. Phase vs ToA: 238× advantage with cycle-slip resolution. | | `r6_fresnel_zone.py` | R6 | First-Fresnel envelope at 5 m link, 2.4 GHz: 40 cm wide ellipsoid at midpoint. Per-subcarrier phase predictions for 4 canonical scatterer scenarios. | | `r6_1_multiscatterer.py` | R6.1 | 6-scatterer human body model. Multi-scatterer penalty: **+4.7 dB** worse than idealised single-scatterer (matches R13's 5-dB shortfall to 0.3 dB). | ## Why this folder bounds the rest - **R1 CRLB** sets the temporal-resolution floor for any localisation feature. - **R6 Fresnel** gives the spatial envelope of CSI sensitivity (~40 cm wide at 5 m link). - **R6.1 multi-scatterer** extends R6 from point-scatterer to realistic distributed body; quantifies the gap between idealised and real physics. Together: physics floors that bound R6.2 family (placement), R12 family (structure detection), R14 (vitals), R20 (quantum integration). ## Sample output ``` === R6 first Fresnel radii (m) === freq lambda link p=0.10 p=0.25 p=0.50 p=0.75 p=0.90 2.4 124.9mm 5.0m 0.237 0.342 0.395 0.342 0.237 === R6.1 multi-scatterer penalty === Single-scatterer ideal: +23.7 dB Multi-scatterer (6 body parts): +19.0 dB Penalty: +4.7 dB ``` ## Honest scope - All numbers are best-case physics; real CSI has additional noise channels. - Body model is 6 point-scatterers; real body is distributed continuous RCS. - 2D (top-down) approximations; 3D extensions live in `02-placement/`. ## See also - Loop research notes: `docs/research/sota-2026-05-22/R{1,6,6_1}-*.md` - Used by: `02-placement/`, `03-spatial-intelligence/`, `06-structure-detection/`, `09-quantum-fusion/`