1.9 KiB
1.9 KiB
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/