docs(memory): split capture (backdrop, webcam, effects, vertical tier) out of ai.md
Unit 2 of slimming the mandatory read. Verbatim move again - the four capture blocks leave ai.md unchanged in content, and one stub carries the law. - docs/ai/capture.md: 'Screen backdrop capture', 'Webcam capture', 'Webcam background effects' and 'Vertical (9:16) tier camera placement', byte- identical, grouped under backdrop / webcam / vertical headings, with a 'Related in ai.md' footer. - ai.md stub keeps: the locked-Background model and NormalizeBackgrounds; ActiveBackgroundImage is fed by static art only (2026-08-23 regression); window:/picker: keys are session-scoped and a live pin beats auto-detect; the settled WinRT interop paths (TryGetDataUnsafe, from-DXGIDevice); the VideoFrame seam, own-catch subtype ladder and no fallback camera; one app- level webcam identity with live-lock attainability; CameraManager as the one effects processing point with per-session mask smoothing; geometry-only vertical tier and the model-level rect lock. - docs/ai/index.md gains the capture.md row; Services/index.md (2) and TASKS/task-38-window-backdrop.md repointed. ai.md 1,975 -> 1,558 lines. No source touched; no push.
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@@ -10,6 +10,7 @@ Read the file whose row matches the task. There is no required reading order.
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| File | Covers | Read when |
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|------|--------|-----------|
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| [`frame-pipeline.md`](frame-pipeline.md) | Render budget & measurement (`FrameCadence`, per-element composite timing, scene dump), `SceneCompositor` design + `StripPool`, and `FramePump` from scene snapshot to encoder (pacing, pool/paste caches, backpressure, teardown, health stats) | Touching the compositor, the render loop, per-frame cost, `Services/Encoder/*`, or debugging dropped/juddering frames |
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| [`capture.md`](capture.md) | The locked Background layer (screen/game/window capture, WinRT GraphicsCapture interop), the webcam seam + `CameraManager` sessions, MediaPipe background effects, and the vertical 9:16 tier's per-scene camera placement | Touching any frame source, the Background row, camera acquisition/conflicts, background effects, or vertical-tier camera geometry |
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## Split-out yet to come
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