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.
| Component | Role | Notes |
|---|---|---|
| YOLO11 | Object detection | Ultralytics YOLO11 (n/s tiers) with per-class confidence floors, tiled inference for small objects, and detector-level class gating. |
| ByteTrack | Multi-object tracking | Associates high- and low-score boxes for stable ids through occlusion, with a coasting layer for momentary drops. |
| YOLO11-seg | Segmentation | Instance / foreground masks that separate movers from the static plate for scene completion. |
| MOG2 | Motion detection | Background-subtraction motion mask feeding motion-percentage, recording triggers and the heatmap. |
| Appearance ReID + Gait | Re-identification | Embedding-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.
| Component | Role | Notes |
|---|---|---|
| Depth Anything V2 | Monocular depth | Relative inverse-depth per frame, temporally median-fused; the backbone of the spatial pipeline. |
| Real-ESRGAN | Super-resolution | Vendored SRVGGNetCompact (realesr-general-x4v3) 4x upscaler for reconstructing blurry faces and plates. |
| ViT classifier | Vehicle attributes | A vision transformer estimates vehicle make, confidence-gated and voted across frames. |
| Pose estimation | Keypoints | Body keypoints for intent, fall / posture cues and gait sampling. |
| PyTorch + Ultralytics | Runtime | Torch 2.x with CUDA; models are vendored so weights load with no package sprawl. |
Geometry Processing
Turning depth fields into clean, navigable geometry.
| Component | Role | Notes |
|---|---|---|
| Pinhole back-projection | Lift to 3D | Depth grid unprojected through a pinhole model into a coloured point cloud. |
| Depth smoothing | Continuity | Ramps depth jumps so surfaces stay continuous; straddling triangles across discontinuities are culled. |
| Ground-plane fitting | Structure | Fits disp = a + b·y + c·x behind occluders for structure-aware background depth. |
| ECC alignment + median fusion | Reconstruction | Sub-pixel frame alignment then median fusion for multi-frame face / plate reconstruction. |
| TELEA inpainting | Completion | Fills depth and texture behind removed foreground objects for a continuous background layer. |
Spatial Computing
Reasoning about position, motion and identity across space and time.
| Component | Role | Notes |
|---|---|---|
| Foresight engine | Prediction | Per-track ground-plane velocity and short-horizon position prediction; flags converging paths. |
| Tactical god-view | Top-down radar | Inverse-perspective projection places contacts on a bird's-eye scope using real depth + FOV. |
| Ego-motion compensation | Camera pose | Per-frame flow model recovers camera motion so object speeds are ground-relative. |
| Cross-camera Re-ID | Identity | Embeddings + gait + soft biometrics link subjects across cameras into long-term dossiers. |
Rendering
How scenes, overlays and 3D reconstructions reach the screen.
| Component | Role | Notes |
|---|---|---|
| three.js | 3D viewport | Renders the point cloud / mesh scene with a fly-through camera, fog and depth-tinted sky. |
| WebGL feed layer | Live overlay | GPU-composited camera feed under the detection, ghost and heatmap overlays. |
| SVG / Canvas HUD | Overlays | Detection reticles, the tactical radar and density heatmaps drawn as lightweight vector / canvas layers. |
| Svelte 5 + Electron | Shell | A 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.
| Component | Role | Notes |
|---|---|---|
| FastAPI bridge | API + WS | An async FastAPI server streams frames, detections, metrics and alerts over WebSocket and exposes REST. |
| Threaded capture | Ingest | StreamReader → drop-oldest FrameBuffer → AnalysisWorker, with results marshalled onto the event loop. |
| SQLite store | Persistence | Sources, events, alerts, subjects, dossiers and settings persist locally; no external database. |
| Event bus | Fan-out | A 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.
| Component | Role | Notes |
|---|---|---|
| FP16 on CUDA | Throughput | Half-precision inference for detection, depth and super-resolution when a GPU is present. |
| Frame interval | Adaptive load | Heavy passes run every N frames; results are cached and coasted between runs. |
| Class gating | Load shedding | Disabled detection classes are dropped at the detector, freeing tracking, Re-ID and analytics too. |
| Low-res fuse, hi-res finish | Reconstruction | Alignment and fusion run at capped resolution, then a single super-resolution pass upscales. |
| Bounded buffers | Backpressure | Drop-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.