Zones
A zone is a polygon an operator draws once. From then on it belongs to the ground underneath it, not to the screen. The camera moves; the zone stays on its patch of world.
This distinction sounds small and is everything. A screen-space region silently changes meaning every time the drone drifts a meter. “Count cars entering this area” is only a coherent instruction if the area refers to a fixed place, so anchoring is treated as a core competency of the runtime rather than a rendering detail.
How anchoring works#
Failure honesty#
The design rule for zones is that a wrong answer is worse than no answer. A zone that has lost registration greys out and stops producing events until it reacquires. It does not slide to wherever the pixels went. Operators learn to trust the overlay precisely because it admits when it doesn't know.
See one working#
The challenge uses a single anchored zone on real boulevard footage with a moving camera. Watch the polygon during playback: the camera drifts and pans over 15 seconds, and the zone stays welded to its stretch of road. Every entry event in the replay is evaluated against that per-frame geometry, and you can download the polygon for every frame if you want to check the registration yourself.