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01 — Physics-floor primitives

examples/research-sota/01-physics-floor/README.md

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01 — Physics-floor primitives

Bedrock physics that bounds everything else in the loop. Three primitives:

Scripts

ScriptThreadHeadline
r1_toa_crlb.pyR120 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.pyR6First-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.pyR6.16-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/