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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docs/ai — index
Subsystems split out of ai.md (2026-10-26) so a session pays only for the
subsystem its task touches. The split is a verbatim move: history, traps and measurements are
unchanged, and ai.md keeps a short stub carrying the load-bearing invariants plus a link here, so
no rule is reachable only from a file you forgot to open.
Read the file whose row matches the task. There is no required reading order.
| File | Covers | Read when |
|---|---|---|
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 |
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 |
Split-out yet to come
The remaining ai.md blocks are being moved in staged units (capture, YouTube/alerts/auth, product,
UI patterns/theming, audio/recording/encoder). Add the row when the file lands; do not create empty
placeholders.