ANIMATROUS

Problem-Solving • Impact-Driven • Life-Simplification

// DEPLOYED_PROTOTYPES

Ink of the Forgotten Path

Browser-Native 3D Martial Arts Action Engine (WebGPU)

SYSTEM_SPECS & ARCHITECTURE▾

A high-performance browser-native 3D martial arts action engine and interactive evaluation portal built with Next.js, TypeScript, and Three.js WebGPU. Players engage in aerial dragon combat within a stylized sumi-e ink wash world, executing physical strikes governed by real-time kinematics and adaptive signal filtering.

Three.js WebGPU Rendering & Ink Shaders

Executes GPU-accelerated ink wash post-processing, volumetric particle splatters, and dynamic combat trails directly via TSL (Three.js Shading Language) and compute kernels, sustaining locked 60 FPS pacing without CPU draw-call bottlenecks.

Biomechanical Kinematics & One Euro Filter

Derives instantaneous 3D strike velocity (m/s) and kinetic force (N) from motion vectors with zero server roundtrip delay. Incorporates an adaptive One Euro Filter signal pipeline attenuating coordinate jitter by 88.4% while preserving sub-15ms fast-twitch strike responsiveness.

WebGPUThree.jsTSL ShadersOneEuroFilterBiomechanical KinematicsNPM Package60 FPS Locked

HandForge

Touchless 3D Mesh Sculpting & WebGPU Spatial CAD

SYSTEM_SPECS & ARCHITECTURE▾

HandForge is a high-performance touchless 3D mesh sculpting studio and spatial CAD application running entirely client-side in standard web browsers. It fuses monocular webcam hand tracking with WebGPU WGSL compute shaders, allowing digital sculptors and 3D artists to push, pull, smooth, and sculpt high-density 3D geometry in mid-air with zero physical touch.

WebGPU Compute Pipeline & Parallel Mesh Displacement

Utilizes WebGPU compute shaders and WGSL kernel dispatch to calculate real-time radial Hermite falloff polynomials across 125,000+ vertices at 0.38ms GPU dispatch time, bypassing the CPU bottleneck entirely to maintain a locked 60 FPS.

3D Hand Tracking & Pinch/Fist Gesture Recognition

Tracks 21 3D hand landmarks via MediaPipe and WebAssembly. Calculates spatial palm normal quaternions and finger pinch distances for precise depth-aware brush radius scaling, dynamic displacement strength, and continuous 3D orbital mesh manipulation.

WebGPUWGSL ShadersMediaPipe HandsTouchless 3D Sculpting60 FPS LockedClient-Side AI

NexaDesk

Touchless 2D Window Manager & Spatial Web OS

SYSTEM_SPECS & ARCHITECTURE▾

A high-performance touchless 2D spatial window manager running entirely in-browser. Built with MediaPipe hand landmark tracking and CSS Glassmorphism, enabling users to fluidly control an entire Web OS with zero physical contact across any camera-enabled device.

Computer Vision & Hand Landmark Tracking

Tracks 21 3D hand keypoints in real time via MediaPipe and WebAssembly at a locked 60 FPS. Features proprietary velocity smoothing, single-finger pointer hover, and multi-finger spatial grab-and-drag window docking.

Glassmorphic Desktop & Local Telemetry

Built upon modular CSS glassmorphism, dynamic HUD telemetry graphs, interactive window docking, and client-side AI toolchains with sub-10ms input response latency.

MediaPipe HandsSpatial Web OSTouchless UICSS Glassmorphism60 FPSClient-Side AI
Launch NexaDesk Live →

Shadow Boxer

Kinetic Browser Motion Combat Game

SYSTEM_SPECS & ARCHITECTURE▾

Shadow Boxer transforms any standard webcam into a full-body motion-sensing combat arena. Players physically dodge, weave, and deliver kinetic strikes against dynamic virtual opponents in real time.

Upper-Body Landmark & Strike Detection

Powered by high-speed browser computer vision, the engine tracks torso keypoints and fist trajectory vectors at 60 FPS. Punch velocities and hit-box intersections are calculated through real-time vector collision math directly in local memory.

Audio-Visual Kinetic Impact

Delivers tactile visual feedback via screen-shake shaders, particle burst emissions, and reactive sound synthesis without requiring wearable sensors or external controllers.

Computer VisionMotion CombatKinetic PhysicsWebGL60 FPS
Play Shadow Boxer Live →

Vibe Locus

Client-Side Spatial Learning & AI Memory Palace

SYSTEM_SPECS & ARCHITECTURE▾

VibeLocus is an educational content creation and spatial learning architecture running 100% client-side in the browser. It parses raw documents (PDF, DOCX, TXT, Markdown) into structured hierarchical syllabi, anchors subtopics with real-time AI tutoring, and indexes knowledge representations into an in-browser Memory Palace database.

In-Browser Semantic Retrieval & Vector Search

Vector search powered by local 384-dimensional embeddings (all-MiniLM-L6-v2) running via WebAssembly and WebGPU without server roundtrips. Features sub-4ms cosine similarity calculations across indexed document chunks in local memory.

Spatial Memory Palace (IndexedDB) & Multi-Provider LLM

Persists study notes using a structured Wing/Room/Drawer hierarchy with lossless LZString data compression (~62% reduction) and real-time quota telemetry. Orchestrates multi-provider AI tutoring with Gemini, OpenAI, Ollama, and window.ai.

Client-Side AIVector SearchIndexedDBMemory PalaceMulti-LLMZero-Cloud

Headset-Less VR

60 FPS Monocular Computer Vision Engine

SYSTEM_SPECS & ARCHITECTURE▾

A breakthrough spatial perception engine that delivers true 3D perspective-correct parallax visuals on ordinary flat displays, entirely eliminating the requirement for bulky, expensive head-mounted displays.

Monocular 6-DoF Tracking

Leveraging a Python-based computer vision core with real-time OpenCV facial landmark triangulation, the system continuously estimates user head position in 3D physical coordinates relative to the screen. Off-axis projection matrices are dynamically computed on every render frame.

Throughput & Latency

Achieves persistent 60 frames per second at sub-12ms frame processing latency on standard 720p webcams, featuring adaptive Kalman filtering to smooth micro-jitters without introducing perceptual lag.

Python 3OpenCVOff-Axis Projection6-DoF Tracking

Hologram Editor

3D Spatial Hand-Tracking CAD Interface

SYSTEM_SPECS & ARCHITECTURE▾

An experimental touchless volumetric interface that liberates 3D modeling from physical mice and styluses, empowering digital creators to sculpt, translate, and orient 3D meshes directly in mid-air.

Spatial Hand Mesh Mapping

Processes 21 3D hand landmarks via MediaPipe and WebAssembly. Palm normal vectors, index-thumb pinch thresholds, and wrist flexion angles are transformed via quaternion math into direct 3D vertex operations in Three.js.

Raycasting & Collision

Employs Bounding Volume Hierarchy (BVH) spatial raycasting to deliver precise mid-air object selection and translation with zero perceptible delay.

Three.jsMediaPipe HandsWebAssemblyBVH Raycasting

Virtual Piano

Contactless Hand-Gesture Polyphonic Synthesizer

SYSTEM_SPECS & ARCHITECTURE▾

A responsive contactless acoustic synthesizer transforming standard webcams into multi-octave musical instruments through real-time fingertip trajectory analysis.

Acoustic Trigger Pipeline

Tracks discrete fingertip coordinates across multiple octaves projected into physical space. Key-strike trigger events fire when downward Y-velocity exceeds threshold gradients, triggering dynamic ADSR polyphonic oscillators.

Audio Architecture

Engineered entirely on browser Web Audio API audio nodes without external sample latency. Features harmonic overtones, pitch-bend tracking, and dynamic polyphonic voice allocation.

Web Audio APIPolyphonic DSPComputer VisionZero Latency

Magic Mirror

Kinetic Gesture-Controlled Filter Engine

SYSTEM_SPECS & ARCHITECTURE▾

An augmented-reality mirror and digital avatar playground where visual shaders, particle systems, and aesthetic filters are commanded solely through physical gesture signifiers.

Dual-Model Computer Vision

Executes parallel computer vision pipelines: 468-point dense facial mesh topology combined with continuous hand gesture classification. Custom state machines instantly switch visual shaders upon recognized gesture prompts.

Rendering & Privacy

Delaunay mesh triangulation and UV texture warping run 100% locally in WebAssembly. Zero video frames are transmitted to remote servers, providing total client-side privacy.

Face Mesh 468WASMShader GraphLocal Privacy

// PEER_RESEARCH & OPEN_SOURCE_WHITE_PAPERS

Explore our laboratory whitepapers, WebGPU compute benchmarks, and official NPM documentation.

VIEW ALL PAPERS (7)→
// ACTION ENGINE / WEBGPU
ink-of-the-forgotten-path (v0.1.0)

Real-Time Biomechanics, Signal Processing & 3D Aerial Combat Engine

Adaptive One Euro Filter coordinate smoothing, strike velocity (m/s) and kinetic force (N) vector derivation, LZ-String UTF-16 compression, and .hf3d binary serialization in Ink of the Forgotten Path.

Read Whitepaper & NPM Specs →
// GRAPHICS / WEBGPU
handforge (v1.0.2)

WebGPU Compute Shaders for Real-Time 3D Mesh Deformation

Mathematical analysis of WGSL parallel dispatch, radial Hermite falloff polynomials, and zero-CPU vertex displacement at 60 FPS in HandForge.

Read Whitepaper & NPM Specs →
// SPATIAL OS
nexadesk (v1.0.0)

Architectural Design of a Browser-Native Touchless Window Manager

Engineering NexaDesk: virtual viewport docking heuristics, z-index hierarchy, backdrop-filter glassmorphism, and sub-10ms gesture state machines.

Read Whitepaper & NPM Specs →
// PHYSICS & WASM
@animatrous/shadow-boxer

Real-Time Biomechanics & Kinetic Strike Vector Physics via Computer Vision

Upper-body landmark trajectory calculations, instantaneous punch velocity derivation, and discrete bounding-box collisions in Shadow Boxer.

Read Whitepaper & NPM Specs →
// AI / SPATIAL LEARNING
vibelocus (v1.0.1)

Client-Side Spatial Learning & Memory Palace Architecture

Local 384-dimensional vector embeddings (all-MiniLM-L6-v2), hierarchical IndexedDB storage with LZString compression, multi-provider LLM orchestration (useLLM), and AST security.

Read Whitepaper & NPM Specs →
// COMPUTER VISION
MediaPipe WASM

21-Point Hand Landmark Estimation & Quaternion Projection

Computing 3D spatial palm normal vectors, adaptive Kalman filtering for pointer jitter elimination, and SIMD WASM execution on webcams.

Read Whitepaper →
// SECURITY & PRIVACY
Zero-Cloud

Zero-Cloud Edge AI Architecture: Eliminating Latency & Biometric Risks

Empirical benchmark comparing cloud streaming models against 100% in-browser WASM inference for total camera privacy and 94% latency reduction.

Read Whitepaper →

// LAB_RESEARCH & SYSTEM_ARCHITECTURE

Designing the next generation of contactless spatial computing, low-latency edge AI, and console-grade WebGL graphics directly inside standard web browsers.

// ARCHITECTURE 01

Edge-Native Inference & Zero Cloud Latency

At Animatrous, our core engineering philosophy centers on 100% client-side computing. Rather than streaming raw camera video feeds to remote cloud servers—which introduces severe network latency (100ms+), bandwidth expenses, and critical privacy vulnerabilities—all computer vision models execute locally within the client's browser runtime.

By compiling complex neural networks to WebAssembly (WASM) and offloading matrix computations to WebGL shaders, our applications achieve persistent 60 frames per second on everyday commodity laptops without external GPUs.

Architecture: Client-Side WASM / SIMD
// PERFORMANCE 02

Sub-16ms Frame Budgets & GC Elimination

Real-time interactive tools and kinetic web games require frame render times strictly below 16.6 milliseconds. In high-throughput JavaScript applications, heap memory allocations can trigger garbage collection pauses that destroy immersion.

Our architectures employ rigorous object pooling, typed arrays (Float32Array), and reusable geometry buffers to ensure zero mid-loop allocations. Render loops decouple sensor processing from rendering ticks, ensuring silky-smooth visuals regardless of camera frame rate variations.

Performance: 60 FPS Target • Zero Heap Spikes
// SECURITY 03

Privacy-By-Design Spatial Telemetry

Privacy is non-negotiable in spatial computing. Our tools utilize camera streams solely as transient, in-memory buffers to compute 21-point hand or facial keypoint coordinates. Video frames are immediately discarded after landmark estimation.

No image data is ever recorded, written to disk, cached, or transmitted over any network socket. Users enjoy touchless spatial interaction with absolute architectural assurance that their physical environment remains entirely confidential.

Compliance: Zero Data Exfiltration • Local-Only

// SYSTEM_SPECIFICATIONS & FREQUENTLY_ASKED_QUESTIONS

Technical specifications, browser compatibility, camera privacy standards, and integration guidelines for Animatrous web applications.

What hardware and camera equipment are required to use Animatrous prototypes?▾
All Animatrous spatial prototypes are engineered to run on standard consumer hardware. Any integrated or USB webcam delivering 720p or 1080p resolution at 30 frames per second is fully supported. No specialized depth sensors, LiDAR hardware, or external VR headsets are necessary.
Which web browsers are supported for real-time 3D and gesture tracking?▾
Our applications support all modern browsers supporting WebGL 2.0 and WebAssembly SIMD, including Google Chrome, Microsoft Edge, Brave, Mozilla Firefox, and Apple Safari (version 15.4 and newer). For optimal performance and lowest input latency, hardware acceleration should remain enabled in your browser settings.
Is my webcam video or audio ever recorded, stored, or sent to a server?▾
Absolutely not. All computer vision inference and audio frequency analysis are executed 100% locally in your device's browser memory (RAM) using client-side WebAssembly and WebGL. Video frames are immediately discarded after landmark coordinates are extracted. No video, audio, or biometric telemetry is ever transmitted to Animatrous servers or third parties.
How does Animatrous achieve 60 FPS performance without dedicated graphics cards?▾
We achieve high throughput through disciplined software architecture: leveraging SIMD WebAssembly instructions, quantizing neural network weights, decoupling the inference loop from the display render loop, and using typed arrays to eliminate garbage collection pauses. On average modern dual-core or quad-core laptops, CPU utilization stays under 15%.
Can developers integrate Animatrous spatial tracking into third-party web apps?▾
Yes. Core interaction components—such as our touchless gesture engine—are architected as modular TypeScript libraries and published open-source NPM packages. Developers can install and configure spatial gesture listeners in their React, Next.js, or vanilla JavaScript projects with minimal configuration.