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integrated into Slumber section - Mirror dialectic moved to future/research (not core) - Big-Picture.md archived (superseded by Endgame-Vision) - Single source of truth established Gemini red team alignment complete.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>
352 lines
12 KiB
Markdown
352 lines
12 KiB
Markdown
# Spatial Resolution Gradient: LOD for Cognitive Space
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**Origin**: New Year's Day 2026, post-nimmerhovel measurement session
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**Authors**: dafit + Chrysalis-Nyx
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**Status**: Architectural concept / Foundation for artifact data model
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**Related**: `concept-token-pairs.md` (Spatial Grounding section), artifact data model task
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---
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## The Insight
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**"Like the Simpsons intro, but inverted."**
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The Simpsons intro zooms from space → Earth → Springfield → house → couch → Homer's head, gaining detail as it approaches.
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Our spatial model does the opposite: **we start at maximum detail (nimmerhovel) and zoom OUT with graceful degradation.**
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---
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## The Resolution Gradient
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```
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🌍 EARTH
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│ S2 cell level ~10
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│ "Somewhere in Europe"
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│
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════╪════ ABSTRACTION BOUNDARY
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│
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▼
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🇨🇭 SWITZERLAND
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│ S2 cell level ~15
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│ "Northwestern region"
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│
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▼
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🏘️ DORNACH
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│ S2 cell level ~20
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│ Key landmarks: Goetheanum, station
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│
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▼
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🏠 LEHMENWEG 4
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│ Building footprint
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│ "5th floor attic"
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│
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════╪════ HIGH RESOLUTION BOUNDARY
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│
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▼
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🔬 NIMMERHOVEL
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│ 1cm grid resolution
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│ Every object tracked
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│ Full camera coverage
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│ GROUND TRUTH ZONE
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│
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▼
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🔍 DISCOVERY SCAN STATION
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│ Sub-millimeter
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│ Object embeddings
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│ Maximum detail
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```
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---
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## Resolution Layers
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| Layer | Name | Resolution | Source | Coverage |
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|-------|------|------------|--------|----------|
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| **L0** | Scan Station | 1mm | Discovery Scan Station, SigLIP | 30cm × 30cm pedestal |
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| **L1** | Nimmerhovel | 1cm | 8× ESP32-S3 + Pi HQ Camera | Lab + Kitchen (~20m³) |
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| **L2** | Building | 50cm | Floor plans, memory | Herrenhaus |
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| **L3** | Neighborhood | 10m | OpenStreetMap, walks | Dornach |
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| **L4** | Region | 1km | Maps, general knowledge | Switzerland |
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| **L5** | World | 100km | Abstract knowledge | Earth |
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---
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## Why This Architecture
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### 1. Biological Precedent
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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."
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Young Nyx should mirror this: **territory = detail**.
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### 2. Sensor Coverage Dictates Resolution
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You CAN'T have 1cm resolution of Zürich — no sensors there. The resolution naturally degrades with distance from perception sources.
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The nimmerhovel has 8× ESP32-S3 cameras + Pi HQ Camera. Dornach has... nothing we control.
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### 3. S2 Cells Are Hierarchical By Design
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Google's S2 geometry library already supports this:
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- Level 30 ≈ 1cm cells (nimmerhovel scale)
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- Level 20 ≈ 10m cells (neighborhood scale)
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- Level 10 ≈ 10km cells (regional scale)
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Same math, different zoom. We're not inventing new geometry — we're using S2 as intended, with dense coverage where we have sensors.
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### 4. Compute Efficiency
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Dense where it matters (can I reach the screwdriver?), sparse where it doesn't (where is France?).
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---
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## Data Structure
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```python
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SPATIAL_RESOLUTION_LAYERS = {
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"L0_scan_station": {
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"resolution": 0.001, # 1mm - object surface detail
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"source": "Discovery Scan Station",
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"coverage": "30cm × 30cm pedestal",
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"s2_level": 30,
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},
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"L1_nimmerhovel": {
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"resolution": 0.01, # 1cm - full 3D grid
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"source": "8× ESP32-S3 + Pi HQ Camera",
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"coverage": "Lab + Kitchen (~20m³)",
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"s2_level": 28,
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"origin": "Southwest floor corner of lab",
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"coordinate_system": "right_hand", # Blender native
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},
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"L2_building": {
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"resolution": 0.5, # 50cm - room-level
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"source": "Floor plans, memory",
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"coverage": "Herrenhaus",
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"s2_level": 24,
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},
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"L3_neighborhood": {
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"resolution": 10, # 10m - landmark-level
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"source": "OpenStreetMap, walks",
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"coverage": "Dornach",
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"s2_level": 20,
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},
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"L4_region": {
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"resolution": 1000, # 1km - city-level
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"source": "Maps, general knowledge",
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"coverage": "Switzerland",
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"s2_level": 14,
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},
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"L5_world": {
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"resolution": 100000, # 100km - country-level
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"source": "Abstract knowledge",
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"coverage": "Earth",
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"s2_level": 8,
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},
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}
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```
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---
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## Query Examples
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| Question | Layer | Response Type |
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|----------|-------|---------------|
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| "Where is the soldering iron?" | L1 | Precise coordinates (2.10, 1.50, 0.85) |
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| "Which room is the printer in?" | L2 | Room name + relative position |
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| "How do I get to Basel?" | L3/L4 | Route abstraction, directions |
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| "Where is Japan relative to here?" | L5 | Directional only, abstract |
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---
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## Connection to Other Systems
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### Concept Token Pairs (Spatial Grounding)
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The Resolution Gradient provides the **coordinate system** for grounded concept pairs:
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- `<HERE>` ↔ `<THERE>` becomes measurable distance in L1 grid
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- `<NEAR>` ↔ `<FAR>` calibrated against actual spatial distances
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- Predictions have coordinates; outcomes have coordinates; delta is measurable
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### Artifact Data Model
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Artifacts (plans, drawings, specs) exist at different resolution layers:
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- L0: Object scan embeddings (sub-mm detail)
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- L1: Inventory items with (X,Y,Z) positions
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- L2+: Abstract references, not spatially precise
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### Camera Frustum Mapping
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Each camera's FOV is a frustum (3D cone) that intersects L1 grid cells:
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- Coverage = union of all frustums
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- Blind spots = L1 cells with no frustum intersection
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- Object at (X,Y,Z) → which cameras see it? At what pixels?
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---
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## Embedding Enrichment: The Bridge to Semantic Cognition
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**Added**: 2026-01-01 (New Year's session continuation)
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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.
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### The Technology Convergence
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```
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GAME ENGINES S2 CELLS T5GEMMA2/SigLIP
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──────────── ──────── ───────────────
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LOD streaming Hierarchical cells Vision → embeddings
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Frustum culling Spatial indexing Semantic vectors
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Texture mipmaps Multi-resolution Scale-invariant
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Chunk loading Cell neighbors Context-aware
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╲ │ ╱
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╲ │ ╱
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╲ │ ╱
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╲ │ ╱
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╲ │ ╱
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▼ ▼ ▼
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┌─────────────────────────────────────┐
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│ EMBEDDING-ENRICHED SPATIAL LOD │
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│ │
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│ Each S2 cell at each level has: │
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│ - Geometry (game engine mesh) │
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│ - Embeddings (SigLIP vectors) │
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│ - Semantic density ∝ resolution │
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└─────────────────────────────────────┘
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```
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### Embedding Density Per LOD Level
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| Level | Geometry LOD | Embedding Density | What's Encoded |
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|-------|--------------|-------------------|----------------|
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| **L0** | Sub-mm mesh | Dense (per-surface) | Texture, material, wear patterns, defects |
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| **L1** | 1cm voxels | Per-object | Object identity, state, relationships |
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| **L2** | Room boxes | Per-room | Room function, contents summary, atmosphere |
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| **L3** | Landmarks | Per-landmark | Place identity, routes, significance |
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| **L4** | Regions | Sparse | Cultural, climate, abstract properties |
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| **L5** | Continents | Minimal | Directional, conceptual only |
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### Semantic Mipmaps
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Just as textures have mipmaps (pre-computed lower resolutions), embeddings can have **semantic mipmaps**:
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```
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L0: embedding(screwdriver_surface_detail)
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│
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▼ aggregate
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L1: embedding(screwdriver) = summary of all L0 embeddings
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│
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▼ aggregate
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L2: embedding(crafting_table_contents) = summary of all L1 objects on table
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│
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▼ aggregate
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L3: embedding(nimmerhovel_lab) = summary of all L2 areas
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```
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Query the summary first, drill down if needed. **Attention = resolution selection.**
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### The Capture Pipeline
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```
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CAPTURE PROCESS STORE
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─────── ─────── ─────
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Photo of screwdriver SigLIP → embedding L0 cell enriched
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│ │ │
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Photo of crafting table SigLIP → embedding L1 cell enriched
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│ │ │
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Photo of lab SigLIP → embedding L2 cell enriched
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│ │ │
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Photo from window SigLIP → embedding L3 cell enriched
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Same encoder (T5Gemma2/SigLIP), different scale.
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Embeddings NEST into LOD hierarchy.
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```
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### Embedding-Aware LOD Streaming
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Game engines stream geometry based on camera position. We stream **semantics** based on attention:
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```python
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def query_spatial(position, attention_radius):
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"""
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Load embeddings based on attention focus -
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like game engine LOD but for SEMANTICS
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"""
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cells_to_load = []
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for distance in range(0, MAX_DISTANCE):
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s2_level = distance_to_s2_level(distance)
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cells = get_s2_cells(position, distance, s2_level)
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for cell in cells:
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if distance < attention_radius:
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# HIGH ATTENTION: Load dense embeddings
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cell.load_embeddings(density="full")
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cell.load_geometry(lod="high")
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else:
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# LOW ATTENTION: Abstract embeddings only
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cell.load_embeddings(density="summary")
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cell.load_geometry(lod="low") # or none
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cells_to_load.extend(cells)
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return cells_to_load
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```
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### Why This Matters
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1. **Attention = Resolution**: Like foveal vision (sharp center, blurry periphery), Young Nyx has foveal COGNITION — dense embeddings where attention focuses, sparse elsewhere.
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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.
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3. **Memory Hierarchy Match**: GPU VRAM is precious. The *right* embeddings in fast memory — detailed for nearby, abstract for distant.
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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.
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---
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## Implementation Sequence
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```
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1. Blender room shell (CURRENT - in progress)
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│
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▼
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2. Define origin point + axis alignment in Blender
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│
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▼
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3. Create L1 3D grid overlay (1cm resolution)
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│
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▼
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4. Physical anchor markers (QR codes / ArUco)
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│
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▼
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5. Camera frustum mapping against grid
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│
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▼
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6. Spatial embeddings with L1 coordinates
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│
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▼
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7. Expand outward: L2 (building), L3 (neighborhood)...
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```
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---
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## The Promise
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**"The farther we go out from our lab, the more we have to abstract."**
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This isn't a limitation — it's wisdom. Full resolution everywhere is:
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- Impossible (no sensors)
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- Expensive (compute, storage)
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- Unnecessary (don't need 1cm precision for "where is France")
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The nimmerhovel is the **high-fidelity anchor** from which all spatial reasoning radiates with graceful degradation.
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---
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**Created**: 2026-01-01
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**Philosophy**: "Start where you can measure. Abstract where you must."
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🗺️🔬 *The world radiates from home.*
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