diff --git a/src/AcDream.App/Rendering/ICameraCollisionProbe.cs b/src/AcDream.App/Rendering/ICameraCollisionProbe.cs
new file mode 100644
index 0000000..52fad70
--- /dev/null
+++ b/src/AcDream.App/Rendering/ICameraCollisionProbe.cs
@@ -0,0 +1,20 @@
+using System.Numerics;
+
+namespace AcDream.App.Rendering;
+
+///
+/// Sweeps a small sphere from the camera pivot (player head) toward the
+/// desired eye and returns the stopped (non-penetrating) eye. The seam that
+/// lets collide its eye without depending on
+/// the physics engine directly (and stay unit-testable with a fake).
+///
+public interface ICameraCollisionProbe
+{
+ ///
+ /// Roll a collision sphere from to
+ /// ; return the position it reaches without
+ /// penetrating geometry. Returns unchanged
+ /// when nothing blocks the path or when is 0.
+ ///
+ Vector3 SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId);
+}
diff --git a/src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs b/src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs
new file mode 100644
index 0000000..09ce5c1
--- /dev/null
+++ b/src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs
@@ -0,0 +1,61 @@
+using System.Numerics;
+using AcDream.Core.Physics;
+
+namespace AcDream.App.Rendering;
+
+///
+/// backed by the player's swept-sphere
+/// engine. Ports retail's SmartBox::update_viewer (0x00453ce0): sweep
+/// the 0.3 m viewer_sphere from the head-pivot to the desired eye via a
+/// CTransition and use the stopped position. Reusing
+/// collides against indoor
+/// cell walls (FindEnvCollisions) AND outdoor/baked GfxObj shells
+/// (FindObjCollisions) in one faithful path.
+///
+public sealed class PhysicsCameraCollisionProbe : ICameraCollisionProbe
+{
+ /// Retail viewer_sphere radius (acclient :93314).
+ public const float ViewerSphereRadius = 0.3f;
+
+ private readonly PhysicsEngine _physics;
+
+ public PhysicsCameraCollisionProbe(PhysicsEngine physics) => _physics = physics;
+
+ public Vector3 SweepEye(Vector3 pivot, Vector3 desiredEye, uint cellId, uint selfEntityId)
+ {
+ // No starting cell → nothing to sweep against; keep the desired eye.
+ if (cellId == 0) return desiredEye;
+
+ // SpherePath.InitPath puts sphere0's center at pathPos + (0,0,radius)
+ // (the player foot-capsule convention). Retail's viewer_sphere center is
+ // (0,0,0), so shift the path DOWN by the radius to make the SPHERE CENTER
+ // travel pivot→eye, then add it back to the swept stop position.
+ Vector3 begin = ToSpherePath(pivot, ViewerSphereRadius);
+ Vector3 end = ToSpherePath(desiredEye, ViewerSphereRadius);
+
+ var r = _physics.ResolveWithTransition(
+ currentPos: begin,
+ targetPos: end,
+ cellId: cellId,
+ sphereRadius: ViewerSphereRadius,
+ sphereHeight: 0f, // single sphere (no head sphere)
+ stepUpHeight: 0f, // no step-up for a camera
+ stepDownHeight: 0f, // no step-down / ground snap
+ isOnGround: false, // no contact-plane / walkable semantics
+ body: null, // no cross-frame persistence
+ moverFlags: ObjectInfoState.None, // all targets collide; also keeps
+ // camera sweeps out of the #98
+ // IsPlayer capture filter
+ movingEntityId: selfEntityId); // skip the player's own ShadowEntry
+
+ return FromSpherePath(r.Position, ViewerSphereRadius);
+ }
+
+ /// Eye/pivot point → InitPath path point (subtract the sphere-center offset).
+ internal static Vector3 ToSpherePath(Vector3 spherePoint, float radius)
+ => spherePoint - new Vector3(0f, 0f, radius);
+
+ /// InitPath path point → eye point (add the sphere-center offset back).
+ internal static Vector3 FromSpherePath(Vector3 pathPoint, float radius)
+ => pathPoint + new Vector3(0f, 0f, radius);
+}
diff --git a/tests/AcDream.App.Tests/Rendering/PhysicsCameraCollisionProbeTests.cs b/tests/AcDream.App.Tests/Rendering/PhysicsCameraCollisionProbeTests.cs
new file mode 100644
index 0000000..5cb7b0c
--- /dev/null
+++ b/tests/AcDream.App.Tests/Rendering/PhysicsCameraCollisionProbeTests.cs
@@ -0,0 +1,43 @@
+using System.Numerics;
+using AcDream.App.Rendering;
+using AcDream.Core.Physics;
+using Xunit;
+
+namespace AcDream.App.Tests.Rendering;
+
+public class PhysicsCameraCollisionProbeTests
+{
+ // The probe must convert the desired eye path (where the SPHERE CENTER
+ // should travel) into the foot-capsule path InitPath expects (which offsets
+ // sphere0 up by radius), then invert it on the result. Verify the round trip.
+ [Fact]
+ public void SpherePathOffset_RoundTrips()
+ {
+ var p = new Vector3(10f, 20f, 30f);
+ const float r = 0.3f;
+
+ var path = PhysicsCameraCollisionProbe.ToSpherePath(p, r);
+ Assert.Equal(p.Z - r, path.Z, 5);
+ Assert.Equal(p.X, path.X, 5);
+ Assert.Equal(p.Y, path.Y, 5);
+
+ var back = PhysicsCameraCollisionProbe.FromSpherePath(path, r);
+ Assert.Equal(p.X, back.X, 5);
+ Assert.Equal(p.Y, back.Y, 5);
+ Assert.Equal(p.Z, back.Z, 5);
+ }
+
+ // cellId == 0 means "no starting cell" — the probe must short-circuit and
+ // return the desired eye without touching the engine.
+ [Fact]
+ public void SweepEye_NoStartingCell_ReturnsDesiredEyeUnchanged()
+ {
+ var probe = new PhysicsCameraCollisionProbe(new PhysicsEngine());
+ var pivot = new Vector3(0f, 0f, 1.5f);
+ var eye = new Vector3(-2f, 0f, 2.2f);
+
+ var result = probe.SweepEye(pivot, eye, cellId: 0, selfEntityId: 0);
+
+ Assert.Equal(eye, result);
+ }
+}