Commit Graph
2 Commits
Author SHA1 Message Date
Sameh Khamis 076d264982 Hide street vehicles behind low walls and trees seen from above
In a dense downtown view from about 400 m up, the occlusion margin of
max(3 m, 2% of the range) came to 14 to 20 m, so a wall, awning, tree or
lower facade standing 10 to 20 m in front of a street was read as the
road itself: the vehicle's dot was hidden by the scene, but its bracket and
callout were still drawn. Checked against scene.pickPosition in one such
view, 18 of 470 vehicles in frame fell in that band.

The margin now depends on how steeply the camera looks down on the
contact. A point on the line of sight s metres in front of a vehicle
stands s * sin(elevation) above it, so a surface there hides the vehicle
once that rise passes 2 m. The margin stays at least 3 m and at most 2%
of the range, so grazing and street-level views are unchanged. In the
same views no vehicle with the drawn surface within 3 m in front of it
(its own road) is newly hidden.

From the review of the first change:

- A contact back in view after longer than a retest interval is held back
  and retested like a new one, instead of being drawn from an answer
  given before it left the view. It gets a fresh record, so a test still
  in flight from before cannot end the hold-back either.
- The hold-back for a contact's first answer stretches with the retest
  pace when a crowded view slows it.
- A batch whose control point failed no longer counts as a first answer.
- An unknown log-depth flag reads as "no depth" rather than as standard
  depth, which would have put every surface in front of every contact.
- A shader that fails to build leaves no shader behind and is not built
  again on the same context.
2026-11-10 15:08:26 -08:00
Sameh Khamis 630e1b1998 Hide street-vehicle brackets and labels behind buildings and terrain
The detection overlay only hid a contact behind the Earth's curve, so a
street vehicle behind or under a building, a 3D tile or a hill still had
its bracket and "VEH-nnnn" callout painted over that geometry, while its
own dot was depth-tested and correctly hidden.

A contact a layer marks `depthTested: true` (only Street Traffic does) is
now tested against the depth the scene drew and left out of the overlay
while a drawn surface stands in front of it by more than max(3 m, 2% of
its range). Other layers are untouched: their markers are drawn over the
scene on purpose.

The test runs on the GPU and never waits for it. Each tested contact is
one point drawn inside an occlusion query; the vertex shader looks up the
frame's packed pick depth at the contact's pixel, decodes it and drops the
point when the surface is nearer than the contact's threshold. Query
results are collected on later frames. Reading depth back was measured
and rejected: `scene.pickPosition` per contact costs 0.2 to 1.4 ms each,
and Chromium answers `getBufferSubData` with a round trip to its GPU
process even behind a signalled sync object (1.5 ms on a quiet machine,
15 to 25 ms on a busy one).

- Contacts are retested every 100 to 200 ms, spread across frames, at
  most 256 a frame; with more in view the pace stretches so none starves.
- Hiding is immediate. A hidden contact returns 600 ms after its last
  "hidden" answer, so one on a silhouette edge does not blink, and a
  contact new to the view is held back until its first answer (400 ms at
  most), so orbiting does not flash brackets behind buildings.
- A callout whose contact goes behind something is dropped at once, not
  carried to the next solve and not faded out on the facade.
- These times run on painted frames, so a hidden tab does not expire them.
- A control point in every batch must draw; if it does not, the batch is
  ignored and after three the probe stands down for ten seconds. With no
  pick depth (2D, Columbus view, depth picking off) nothing is hidden.
  A WebGL 1 context reads depth back synchronously about 8 times a second.

The renderer internals this depends on are read in one function,
`readSceneDepthSource`, with the engine version they were checked against.
2026-11-10 15:08:26 -08:00