Under the hood

Technology

The stack behind Overseer, in seven areas.

Computer Vision

Detection, tracking, segmentation and re-identification that turn pixels into structured entities.

ComponentRoleNotes
YOLO11Object detectionUltralytics YOLO11 (n/s tiers) with per-class confidence floors, tiled inference for small objects, and detector-level class gating.
ByteTrackMulti-object trackingAssociates high- and low-score boxes for stable ids through occlusion, with a coasting layer for momentary drops.
YOLO11-segSegmentationInstance / foreground masks that separate movers from the static plate for scene completion.
MOG2Motion detectionBackground-subtraction motion mask feeding motion-percentage, recording triggers and the heatmap.
Appearance ReID + GaitRe-identificationEmbedding-based appearance matching plus z-scored gait descriptors and soft biometrics for cross-camera identity.

Machine Learning

The model runtime, from monocular depth to learned super-resolution and vehicle attributes.

ComponentRoleNotes
Depth Anything V2Monocular depthRelative inverse-depth per frame, temporally median-fused; the backbone of the spatial pipeline.
Real-ESRGANSuper-resolutionVendored SRVGGNetCompact (realesr-general-x4v3) 4x upscaler for reconstructing blurry faces and plates.
ViT classifierVehicle attributesA vision transformer estimates vehicle make, confidence-gated and voted across frames.
Pose estimationKeypointsBody keypoints for intent, fall / posture cues and gait sampling.
PyTorch + UltralyticsRuntimeTorch 2.x with CUDA; models are vendored so weights load with no package sprawl.

Geometry Processing

Turning depth fields into clean, navigable geometry.

ComponentRoleNotes
Pinhole back-projectionLift to 3DDepth grid unprojected through a pinhole model into a coloured point cloud.
Depth smoothingContinuityRamps depth jumps so surfaces stay continuous; straddling triangles across discontinuities are culled.
Ground-plane fittingStructureFits disp = a + b·y + c·x behind occluders for structure-aware background depth.
ECC alignment + median fusionReconstructionSub-pixel frame alignment then median fusion for multi-frame face / plate reconstruction.
TELEA inpaintingCompletionFills depth and texture behind removed foreground objects for a continuous background layer.

Spatial Computing

Reasoning about position, motion and identity across space and time.

ComponentRoleNotes
Foresight enginePredictionPer-track ground-plane velocity and short-horizon position prediction; flags converging paths.
Tactical god-viewTop-down radarInverse-perspective projection places contacts on a bird's-eye scope using real depth + FOV.
Ego-motion compensationCamera posePer-frame flow model recovers camera motion so object speeds are ground-relative.
Cross-camera Re-IDIdentityEmbeddings + gait + soft biometrics link subjects across cameras into long-term dossiers.

Rendering

How scenes, overlays and 3D reconstructions reach the screen.

ComponentRoleNotes
three.js3D viewportRenders the point cloud / mesh scene with a fly-through camera, fog and depth-tinted sky.
WebGL feed layerLive overlayGPU-composited camera feed under the detection, ghost and heatmap overlays.
SVG / Canvas HUDOverlaysDetection reticles, the tactical radar and density heatmaps drawn as lightweight vector / canvas layers.
Svelte 5 + ElectronShellA runes-based Svelte UI in an Electron desktop shell, or any modern browser against the backend.

Data Processing

The backend that moves frames, events and identities.

ComponentRoleNotes
FastAPI bridgeAPI + WSAn async FastAPI server streams frames, detections, metrics and alerts over WebSocket and exposes REST.
Threaded captureIngestStreamReader → drop-oldest FrameBuffer → AnalysisWorker, with results marshalled onto the event loop.
SQLite storePersistenceSources, events, alerts, subjects, dossiers and settings persist locally; no external database.
Event busFan-outA pub/sub bus fans analysis results to recording, alerting, the timeline and the API layer.

Performance Optimizations

Where the latency budget is spent, and how it is kept low.

ComponentRoleNotes
FP16 on CUDAThroughputHalf-precision inference for detection, depth and super-resolution when a GPU is present.
Frame intervalAdaptive loadHeavy passes run every N frames; results are cached and coasted between runs.
Class gatingLoad sheddingDisabled detection classes are dropped at the detector, freeing tracking, Re-ID and analytics too.
Low-res fuse, hi-res finishReconstructionAlignment and fusion run at capped resolution, then a single super-resolution pass upscales.
Bounded buffersBackpressureDrop-oldest frame buffers and rolling windows keep memory flat under load.
Deep dive

Each model is specced individually (inputs, outputs, latency, hardware, benchmarks) on the Models page, and the end-to-end flow is on the Pipeline and Architecture pages.