Meeting blur is a readability problem: one jittery matte and viewers stare at the cutout
`virtual-zoom-background` fits remote reviews, client calls, and online interviews. Real-time client blur trades edge stability for FPS; a pre-rendered still or branded plate survives low bitrate better than a live matting meltdown. Busy kitchens, glass doors, and venetian blinds confuse depth estimators—recorded shoulder flicker distracts more than messy shelves. Overhead or single-lamp lighting carves hard hairline shadows that segmentation may classify as background, yielding "halo hats". Outfits or skin tones that match the wall make boundaries drift; increase separation with wardrobe or lighting. Ultrawide versus phone crops differ; keep eyes on a safe third so hand gestures are not clipped. Corporate plates with logos must still feel spatially coherent—avoid people visibly floating over flat brand art. Switching between live blur and stills mid-call feels inconsistent; pick one policy for a series.
Meeting-oriented blur workflow
- In `virtual-zoom-background`, capture a test frame with real call lighting and distance, then judge shoulder stability.
- After blur, preview on a phone and at 720p laptop width for hair and hand shimmer.
- Export the aspect and weight your platform enforces; align with IT on still versus live blur.