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Track — Cyber Mage / Point + Semantic SFX

North star

A high-end performer / camera-motion SFX instrument with two complementary measurement fields: generic persistent feature points for arbitrary texture/props/clothing, and real semantic whole-body/hand landmarks for body-owned emitters. Rendering must look like contemporary realtime VFX rather than debug geometry: GPU particles, coherent trails/ribbons, plasma/vector fields, SDF sigils/portals, distortion, bloom, generated assets and room-aware impacts. Deterministic realtime rendering owns continuity; neural generation remains an optional slower semantic/style layer.

Design correction — 2026-09-15

The first Cyber Mage performer-rig prototype was rejected after hardware testing. Its supposed hand anchors were derived from the left/right extrema of the upper foreground contour, so hands_together, charge/release and similar gestures were not trustworthy and frequently did nothing. The OpenCV circle/line aesthetic was also below the visual-quality target.

This failure is retained deliberately: never build semantic gesture behavior on guessed silhouette extrema and never promote debug primitives as final art direction.

Visual reference reset — 2026-09-20

The Cyber Mage visual target is now explicitly dense point-particle / point-cloud VFX, with @emiko0 used as an art-direction reference rather than a code dependency. The qualities to preserve are: tens of thousands of tiny luminous points, coherent macro-flow with turbulent micro-motion, particle volumes that gather around performer motion, occasional geometric/data alignment, restrained trails, and high-contrast emissive cyan/magenta. Avoid making the look primarily from OpenCV circles, line meshes, HUD rings, or debug-style connective geometry.

Cyber Mage v3 therefore promotes the native GPU particle field to the default path. Persistent LK tracks are reduced to a small spatially diverse emitter rig controlling a 32k+ simulation; the renderer supplies curl/circuit/orbital fields, a hard-edged data-point material, feedback and bloom. The legacy line/mesh renderer remains only as a graceful fallback. This is an original implementation inspired by the visual language, not a reproduction of another artist's assets.

Current state

  • Generic Cyber Mage v3 path: persistent Shi-Tomasi features + pyramidal Lucas-Kanade flow drive a dense native GPU point-particle field; the older CPU mesh/trail renderer is fallback-only.
  • Point tracks keep IDs, age, velocity, speed and quality; foreground-only or full-frame seeding is available.
  • CPU point-SFX fallback still provides plasma mesh / constellation / afterburner / liquid-wire experiments when the GPU path cannot start.
  • New shared TrackingState / PerformanceState semantic bus is implemented.
  • New preferred fully-open semantic path: RTMLib Wholebody/RTMW-style COCO-WholeBody landmarks behind a renderer-independent tracker interface.
  • Optional MediaPipe Tasks backend lives behind the same contract.
  • Semantic anchors now include body joints, palm centres, fingertips, chest/pelvis and normalized velocity instead of contour guesses.
  • SpellGrammar implements real-anchor charge/release, slash, shield, circular portal and ascension events; low-confidence/missing anchors disable spells rather than inventing them.
  • GPUParticleField keeps particle simulation in ping-pong float textures and now includes a tiny data_point material plus a quantized circuit vector field for Cyber Mage's point-cloud/data aesthetic.
  • Performer FX / Whole-Body GPU connects real semantic anchors -> spell grammar -> GPU particles.
  • VFX pack / GLB-glTF ingestion and mixed-reality entity foundations now exist for generated content.
  • Neural performer-control maps encode anchors/motion/gesture energy for the later style-skin path.

The new umbrella track is performer_fx.md; this file remains the Cyber Mage-specific design/history vault.

Quality ladder

  • Prototype: mask + circles/lines. Rejected.
  • Usable: persistent generic point tracking with coherent motion SFX. Implemented and previously promoted as Cyber Mage v2.
  • Polished target: real semantic anchors + 16k–65k GPU particles + GPU ribbons/SDF glyphs + feedback/advection + curated spell/material presets. First implementation exists; hardware/art validation pending.
  • Advanced: pose/hands + generic point field together, depth-aware occlusion, anchor-specific generated assets, predictive tracking, room collisions, audio choreography, HDR multi-pass post.
  • Ridiculous: persistent points + true hands/pose + calibrated room anchors + depth/occlusion + generated animated 3D entities + GPU particle/fluid/SDF renderer + sparse temporally coherent neural material layer, suitable for dance footage and room-scale mixed reality.

Architecture contract

camera -> semantic whole-body landmarks + generic point field -> TrackingState -> SpellGrammar / motion descriptors -> GPU emitters + generated assets -> particles/ribbons/SDF/feedback -> optional neural skin -> projector warp/compensation

Semantic pose/hands augment the generic point field rather than replacing it. Generic tracks remain useful for fabric, hair, props, environmental features and motion trails.

SFX ownership

  • position/orientation -> exact emitter/asset placement;
  • velocity -> trail length/brightness/direction and slash energy;
  • acceleration -> shockwaves / burst emitters;
  • palm proximity -> charge field;
  • circular palm trajectory -> portal event;
  • stable spread hands -> shield state;
  • point density / coherent flow -> non-semantic plasma/ribbon field;
  • Song Studio signals -> global material/choreography state, never raw noisy per-pixel twitch;
  • room events -> wall/floor/surface impacts once calibration is available.

Shader / renderer direction

Current GPU particle implementation is the first native renderer branch, not the endpoint. Continue toward:

  • velocity-oriented stretched particle sprites;
  • proper GPU ribbon/trail geometry;
  • SDF runes/HUD/sigils/portals with derivative antialiasing;
  • distortion/refraction and motion-vector buffers;
  • ping-pong feedback with optical/vector-field advection;
  • HDR render targets + multi-scale bloom pyramid;
  • depth-aware particle/mesh occlusion;
  • PBR/emissive GLB/glTF generated assets;
  • projector-aware tone mapping and calibrated surface composition;
  • GL-native fullscreen/shared texture so the final frame does not return to CPU.

Open problems

  • New RTMPose semantic path needs hardware validation for landmark ordering, latency, occlusion and hand crossings.
  • GPU particle pipeline needs NVIDIA Linux/Windows validation, operating-point benchmarks and shader error hardening.
  • Current particle output still performs final GPU -> CPU readback for the shared OpenCV sink.
  • No depth-aware occlusion or calibrated room collisions yet.
  • No long-term semantic multi-person identity or generic point re-identification after occlusion.
  • No GPU sprite-atlas or mesh renderer consuming VFX packs yet.
  • Spell thresholds are transparent heuristics and need recorded-session tuning.

Next queue

  1. Validate Performer FX / Whole-Body GPU on RTX 4050: anchor count/confidence, semantic FPS and motion-to-effect latency.
  2. Benchmark 8k/16k/32k/65k GPU particles and measure simulation/render/readback p50/p95.
  3. Fuse RTMPose semantic anchors and LK point tracks into one TrackingState update.
  4. Add GPU ribbon/trail geometry and velocity-oriented sprites.
  5. Add SDF sigil/portal/shield renderer and distortion/refraction layer.
  6. Add sprite-atlas loader and generated 2D VFX cards through VFX packs.
  7. Add GLB/glTF renderer for generated summon/arena entities.
  8. Add track/landmark prediction using measured camera->display latency.
  9. Add depth/person segmentation and calibrated room-plane collisions.
  10. Share Song Studio MusicalSignals with performer material/particle states.
  11. Neural skin only after deterministic SFX is worth filming: point/velocity/pose/depth/energy maps + flow-warp previous style + stable low-denoise conditioning.

Metrics

Semantic tracker latency/FPS/confidence; palm/wrist jitter; reacquisition time; gesture precision and false triggers; generic point lifetime/FB error/reseed rate; active particle count; particle simulation/render/readback frame time; display FPS/p95; motion-to-effect/motion-to-photon latency; visual popping; GPU/CPU utilization; subjective footage quality.

Preset vault

  • Cyber Core: semantic palms/chest/feet + ~32k cyber particles, feedback ~0.94, moderate vector field, bloom ~1.2.
  • Solar Combat: solar particles, shorter persistence, stronger slash/release bursts.
  • Bio Summoner: bio palette, long trails and portal-weighted events.
  • Prismatic Arena: generated asset slots + prismatic particle accents, low idle density / high macro-event density.
  • Legacy point-only presets remain useful when semantic tracking is unavailable: Plasma Dance, Sparse Constellation, Kinetic Afterburner, Liquid Wire.