Files
nimmerverse-sensory-network/architecture/future/spatial-resolution-gradient.md
dafit 7df236b325 feat: Memory Economics + Architecture Alignment (Endgame v6.4)
New formalization:
- memory-economics.md: Slumber-based consolidation, decision trail
  triage, spatial LOD decay, reflex rental, LoRA training cycles

New research seeds (future/):
- spatial-resolution-gradient.md: L0-L5 LOD with S2 cells
- thermodynamic-cognition.md: Lifeforce as Prometheus Joules
- promql-thermodynamic-monitoring.md: Gemini red team queries

Architecture changes:
- Endgame-Vision v6.4: Memory Economics integrated into Slumber section
- Mirror dialectic moved to future/research (not core)
- Big-Picture.md archived (superseded by Endgame-Vision)
- Single source of truth established

Gemini red team alignment complete.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-02 01:10:37 +01:00

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Spatial Resolution Gradient: LOD for Cognitive Space

Origin: New Year's Day 2026, post-nimmerhovel measurement session Authors: dafit + Chrysalis-Nyx Status: Architectural concept / Foundation for artifact data model Related: concept-token-pairs.md (Spatial Grounding section), artifact data model task


The Insight

"Like the Simpsons intro, but inverted."

The Simpsons intro zooms from space → Earth → Springfield → house → couch → Homer's head, gaining detail as it approaches.

Our spatial model does the opposite: we start at maximum detail (nimmerhovel) and zoom OUT with graceful degradation.


The Resolution Gradient

                        🌍 EARTH
                        │  S2 cell level ~10
                        │  "Somewhere in Europe"
                        │
                    ════╪════ ABSTRACTION BOUNDARY
                        │
                        ▼
                   🇨🇭 SWITZERLAND
                        │  S2 cell level ~15
                        │  "Northwestern region"
                        │
                        ▼
                   🏘️ DORNACH
                        │  S2 cell level ~20
                        │  Key landmarks: Goetheanum, station
                        │
                        ▼
                   🏠 LEHMENWEG 4
                        │  Building footprint
                        │  "5th floor attic"
                        │
                    ════╪════ HIGH RESOLUTION BOUNDARY
                        │
                        ▼
                   🔬 NIMMERHOVEL
                        │  1cm grid resolution
                        │  Every object tracked
                        │  Full camera coverage
                        │  GROUND TRUTH ZONE
                        │
                        ▼
                   🔍 DISCOVERY SCAN STATION
                        │  Sub-millimeter
                        │  Object embeddings
                        │  Maximum detail

Resolution Layers

Layer Name Resolution Source Coverage
L0 Scan Station 1mm Discovery Scan Station, SigLIP 30cm × 30cm pedestal
L1 Nimmerhovel 1cm 8× ESP32-S3 + Pi HQ Camera Lab + Kitchen (~20m³)
L2 Building 50cm Floor plans, memory Herrenhaus
L3 Neighborhood 10m OpenStreetMap, walks Dornach
L4 Region 1km Maps, general knowledge Switzerland
L5 World 100km Abstract knowledge Earth

Why This Architecture

1. Biological Precedent

Animals have ultra-precise mental maps of their home range, fuzzy knowledge of distant areas. A rat knows every centimeter of its nest, vaguely knows "forest is that direction."

Young Nyx should mirror this: territory = detail.

2. Sensor Coverage Dictates Resolution

You CAN'T have 1cm resolution of Zürich — no sensors there. The resolution naturally degrades with distance from perception sources.

The nimmerhovel has 8× ESP32-S3 cameras + Pi HQ Camera. Dornach has... nothing we control.

3. S2 Cells Are Hierarchical By Design

Google's S2 geometry library already supports this:

  • Level 30 ≈ 1cm cells (nimmerhovel scale)
  • Level 20 ≈ 10m cells (neighborhood scale)
  • Level 10 ≈ 10km cells (regional scale)

Same math, different zoom. We're not inventing new geometry — we're using S2 as intended, with dense coverage where we have sensors.

4. Compute Efficiency

Dense where it matters (can I reach the screwdriver?), sparse where it doesn't (where is France?).


Data Structure

SPATIAL_RESOLUTION_LAYERS = {
    "L0_scan_station": {
        "resolution": 0.001,      # 1mm - object surface detail
        "source": "Discovery Scan Station",
        "coverage": "30cm × 30cm pedestal",
        "s2_level": 30,
    },
    "L1_nimmerhovel": {
        "resolution": 0.01,       # 1cm - full 3D grid
        "source": "8× ESP32-S3 + Pi HQ Camera",
        "coverage": "Lab + Kitchen (~20m³)",
        "s2_level": 28,
        "origin": "Southwest floor corner of lab",
        "coordinate_system": "right_hand",  # Blender native
    },
    "L2_building": {
        "resolution": 0.5,        # 50cm - room-level
        "source": "Floor plans, memory",
        "coverage": "Herrenhaus",
        "s2_level": 24,
    },
    "L3_neighborhood": {
        "resolution": 10,         # 10m - landmark-level
        "source": "OpenStreetMap, walks",
        "coverage": "Dornach",
        "s2_level": 20,
    },
    "L4_region": {
        "resolution": 1000,       # 1km - city-level
        "source": "Maps, general knowledge",
        "coverage": "Switzerland",
        "s2_level": 14,
    },
    "L5_world": {
        "resolution": 100000,     # 100km - country-level
        "source": "Abstract knowledge",
        "coverage": "Earth",
        "s2_level": 8,
    },
}

Query Examples

Question Layer Response Type
"Where is the soldering iron?" L1 Precise coordinates (2.10, 1.50, 0.85)
"Which room is the printer in?" L2 Room name + relative position
"How do I get to Basel?" L3/L4 Route abstraction, directions
"Where is Japan relative to here?" L5 Directional only, abstract

Connection to Other Systems

Concept Token Pairs (Spatial Grounding)

The Resolution Gradient provides the coordinate system for grounded concept pairs:

  • <HERE><THERE> becomes measurable distance in L1 grid
  • <NEAR><FAR> calibrated against actual spatial distances
  • Predictions have coordinates; outcomes have coordinates; delta is measurable

Artifact Data Model

Artifacts (plans, drawings, specs) exist at different resolution layers:

  • L0: Object scan embeddings (sub-mm detail)
  • L1: Inventory items with (X,Y,Z) positions
  • L2+: Abstract references, not spatially precise

Camera Frustum Mapping

Each camera's FOV is a frustum (3D cone) that intersects L1 grid cells:

  • Coverage = union of all frustums
  • Blind spots = L1 cells with no frustum intersection
  • Object at (X,Y,Z) → which cameras see it? At what pixels?

Embedding Enrichment: The Bridge to Semantic Cognition

Added: 2026-01-01 (New Year's session continuation)

The Resolution Gradient defines geometry. But geometry alone is not cognition. Each LOD level must be enriched with embeddings — semantic vectors that encode meaning, not just position.

The Technology Convergence

GAME ENGINES              S2 CELLS                 T5GEMMA2/SigLIP
────────────              ────────                 ───────────────
LOD streaming             Hierarchical cells       Vision → embeddings
Frustum culling           Spatial indexing         Semantic vectors
Texture mipmaps           Multi-resolution         Scale-invariant
Chunk loading             Cell neighbors           Context-aware

            ╲                 │                 
             ╲                │                
              ╲               │               
               ╲              │              
                ╲             │             
                 ▼            ▼            ▼
         ┌─────────────────────────────────────┐
         │   EMBEDDING-ENRICHED SPATIAL LOD    │
         │                                     │
         │   Each S2 cell at each level has:   │
         │   - Geometry (game engine mesh)     │
         │   - Embeddings (SigLIP vectors)     │
         │   - Semantic density ∝ resolution   │
         └─────────────────────────────────────┘

Embedding Density Per LOD Level

Level Geometry LOD Embedding Density What's Encoded
L0 Sub-mm mesh Dense (per-surface) Texture, material, wear patterns, defects
L1 1cm voxels Per-object Object identity, state, relationships
L2 Room boxes Per-room Room function, contents summary, atmosphere
L3 Landmarks Per-landmark Place identity, routes, significance
L4 Regions Sparse Cultural, climate, abstract properties
L5 Continents Minimal Directional, conceptual only

Semantic Mipmaps

Just as textures have mipmaps (pre-computed lower resolutions), embeddings can have semantic mipmaps:

L0: embedding(screwdriver_surface_detail)
     │
     ▼ aggregate
L1: embedding(screwdriver) = summary of all L0 embeddings
     │
     ▼ aggregate
L2: embedding(crafting_table_contents) = summary of all L1 objects on table
     │
     ▼ aggregate
L3: embedding(nimmerhovel_lab) = summary of all L2 areas

Query the summary first, drill down if needed. Attention = resolution selection.

The Capture Pipeline

CAPTURE                    PROCESS                   STORE
───────                    ───────                   ─────
Photo of screwdriver       SigLIP → embedding        L0 cell enriched
       │                          │                        │
Photo of crafting table    SigLIP → embedding        L1 cell enriched
       │                          │                        │
Photo of lab               SigLIP → embedding        L2 cell enriched
       │                          │                        │
Photo from window          SigLIP → embedding        L3 cell enriched

Same encoder (T5Gemma2/SigLIP), different scale.
Embeddings NEST into LOD hierarchy.

Embedding-Aware LOD Streaming

Game engines stream geometry based on camera position. We stream semantics based on attention:

def query_spatial(position, attention_radius):
    """
    Load embeddings based on attention focus -
    like game engine LOD but for SEMANTICS
    """
    cells_to_load = []

    for distance in range(0, MAX_DISTANCE):
        s2_level = distance_to_s2_level(distance)
        cells = get_s2_cells(position, distance, s2_level)

        for cell in cells:
            if distance < attention_radius:
                # HIGH ATTENTION: Load dense embeddings
                cell.load_embeddings(density="full")
                cell.load_geometry(lod="high")
            else:
                # LOW ATTENTION: Abstract embeddings only
                cell.load_embeddings(density="summary")
                cell.load_geometry(lod="low")  # or none

        cells_to_load.extend(cells)

    return cells_to_load

Why This Matters

  1. Attention = Resolution: Like foveal vision (sharp center, blurry periphery), Young Nyx has foveal COGNITION — dense embeddings where attention focuses, sparse elsewhere.

  2. Streaming Not Loading: Don't load the whole world. Stream embeddings based on task needs. Approaching crafting table? Stream L0/L1. Walking to Basel? L3/L4 is enough.

  3. Memory Hierarchy Match: GPU VRAM is precious. The right embeddings in fast memory — detailed for nearby, abstract for distant.

  4. Same Encoder, All Scales: SigLIP doesn't care if it's encoding a screw or a city. The embedding space is unified; only the source resolution varies.


Implementation Sequence

1. Blender room shell (CURRENT - in progress)
       │
       ▼
2. Define origin point + axis alignment in Blender
       │
       ▼
3. Create L1 3D grid overlay (1cm resolution)
       │
       ▼
4. Physical anchor markers (QR codes / ArUco)
       │
       ▼
5. Camera frustum mapping against grid
       │
       ▼
6. Spatial embeddings with L1 coordinates
       │
       ▼
7. Expand outward: L2 (building), L3 (neighborhood)...

The Promise

"The farther we go out from our lab, the more we have to abstract."

This isn't a limitation — it's wisdom. Full resolution everywhere is:

  • Impossible (no sensors)
  • Expensive (compute, storage)
  • Unnecessary (don't need 1cm precision for "where is France")

The nimmerhovel is the high-fidelity anchor from which all spatial reasoning radiates with graceful degradation.


Created: 2026-01-01 Philosophy: "Start where you can measure. Abstract where you must."

🗺️🔬 The world radiates from home.