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The physics pixel establishes first perspective physics world model

Last updated on February 11, 2026

Recently, I thought about patenting my posts published here in US, and now I have decided not to patent any post published here, for there will be too much uncertainty after previous publishment here, and also for this may be not the right way for my case. Wish someday may get some reward other way, haha.

But I work out a good summary for physics pixel, so share it here. By the way, Grok’s prior-art checks confirmed that the core idea remains highly innovative.

The physics pixel establishes first perspective physics world model for camera (or similar sensor) in the true sense, in which the whole space is filled up by objects with interfaces in between from camera to deep depth, and a pixel’s ray view passes through interfaces with a physics pixel on each intersection, wherein even a point corresponding to bare sky can be regarded as located on an interface at a certain height between an object of the outdoor space and another object of outer space.

Each pixel in a visual frame from a camera is mapped to one or more physics pixels along its ray of view at one or more different depths.

Each physics pixel is located on an interface between (two surfaces of) two objects , wherein the physics pixel is also located on 2 points on the (two surfaces of) two objects, wherein the physics pixel corresponds to:
an interface,
two objects(near object nearer to the camera and far object farther from the camera),
two points (near point on the near surface of the near object and far point on the far surface of the far object),
two surfaces (near surface of the near object and far surface on the far object).

Therefore, each physics pixel may include parameters:
for the physics pixel (XYZ, mapped rectangular X’Y’Z’ with direction vector, RGBA),
for the interface (interface ID, refractive index, overlap number),
for the two objects (object ID, object class, parent object, velocity, rotation, mass, etc ),
for the two points (velocity, rotation, pressure, temperature, material, etc),
for the two surfaces (surface ID, text on surface, reflection rate, material, etc).

In labeled training, transparent physics pixels and invisible physics pixels can also be labeled including transpartent RGBA(0,0,0,0) and invisible tag such as RGBA(?, ? , ?, -1), to let the model learn the correlation between invisible part and visible part.

This approach is particularly well-suited for artificial intelligence applications, enabling more accurate modeling of real-world physical interactions and spatial relationships at the pixel level.

Below is the classical example: a camera, through a window of a house, see a wall in the house, and this forms 4 interfaces overlapped, in which: first interface is between camera (near object ID:111) and outdoor space (far object ID: 000), second interface is between outdoor space (000) and glass of window (123), third interface is between glass of window (123) and interior space of house (456), forth interface is between interior space of house (456) and wall in house (789).

There are following physics pixels along the ray view of a pixel in the visual frame of the camera.

———-

0. parameters of the pixel

RGB of a pixel in a visual frame;

position of the pixel in the visual frame.

———-

1. first physics pixel on 1st interface

1.1) parameters for the physics pixel

coordinates (X, Y, Z) in perspective coordinate system of the camera, XY correspond to the pixel’s position in the visual frame, Z corresponds to the distance/depth from the camera to the physics pixel, in which XYZ could be in different metric unit like XY could be in number of pixels and Z is in mm or micrometre;

coordinates (X’, Y’, Z’), mapping of (X, Y, Z) into a unified rectangular coordinate system, all X’Y’Z’ could be in mm or micrometre;

direction vector of (X’, Y’, Z’) from near object to far object;

RGBA;

———-

1.2) parameters for the interface

Interface ID;

Overlap number of the interface = 0;

refractive index;

———-

1.3) parameters of near object and far object

1.3.1) parameter of the near object

object id of the near object: 111;

object class: camera;

parent object: observer;

velocity vector of the object in unified rectangular coordinate system;

rotation vector of the object in unified rectangular coordinate system;

mass of the object;

———-

1.3.2) parameter of the far object

object id of the object: 000;

object class: outdoor space;

parent object: None;

velocity vector of the object in unified rectangular coordinate system: 0;

rotation vector of the object in unified rectangular coordinate system: 0;

mass of the object;

———-

1.4) parameters of the 2 points which the physics pixel is located on the near object and far object respectively

1.4.1) parameters of the near point on the near object

velocity vector of the point in unified rectangular coordinate system;

rotation vector of the point in unified rectangular coordinate system;

material of the point: glass;

pressure on the point;

temperature on the point;

———-

1.4.2) parameters of the far point on the far object

velocity vector of the point in unified rectangular coordinate system;

rotation vector of the point in unified rectangular coordinate system;

material of the point: air;

pressure on the point;

temperature on the point;

———-

1.5) parameters for the two surfaces of the two objects forming the interface

1.5.1) parameters for the near surface of the near surface

surface ID;

reflection rate;

material;

text on surface (this parameter can be put into the dedicated text field of omnitoken) .

———-

1.5.2) parameters for the far surface of the far surface

surface ID;

reflection rate;

material;

text on surface (this parameter can be put into the dedicated text field of omnitoken) .

———-

2. 2nd physics pixel on 2nd interface

……

3. 3nd physics pixel on 3rd interface

……

4. 4th physics pixel on 4th interface

……


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