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Stabilize first-person flight recordings in the NETSPHERE - #1
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A fly living in the NETSPHERE
Watch the stabilized 60-second video · 720p · 30 fps · Download the physical take and validation evidence
The previous first-person camera followed instantaneous flight velocity, so rapid wingbeat motion produced distracting gaze oscillations at video rate. This change makes
comfortthe default first-person mode: yaw follows the tangent of the smoothed, measured head path; pitch and roll stay level.The eye still occupies the integrated head position in every exposure sample. The renderer filters only viewing direction and never feeds back into the simulation. Both recordings use identical physical states and the same collidable world.
Changes
--stabilization legacyavailable for comparison.Validation
The complete take was re-rendered from the saved GPU simulation and independently checked across all 1,800 frames.
verify_take.pyin Docker.b7b88f119f66ceaf782f92d5bcbedbe7b3b22d258d8416f0bd260323e60786f7.The angular comparison reconstructs the old gaze from saved velocities and measures the new gaze from recorded OpenGL camera directions. It describes this take, not a perceptual comfort study. The new validator checks yaw acceleration RMS below 150 °/s², head attachment and world visibility alongside the existing physical gates.
Scope
This is an offline human viewing camera, using neighboring recorded states. It does not model compound-eye perception or a connectome. Navigation remains geometric, using the known world to command the flybody flight controller. The updated BLAME!-inspired 3D district is already in the base branch; this PR documents it and improves the recording camera.
Read the full English report and replay instructions. The preview release is pinned to this PR's commit and includes the states, compiled model and machine-readable evidence; the existing stable release is preserved.