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.
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.
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.
- 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/PerformanceStatesemantic 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.
SpellGrammarimplements real-anchor charge/release, slash, shield, circular portal and ascension events; low-confidence/missing anchors disable spells rather than inventing them.GPUParticleFieldkeeps particle simulation in ping-pong float textures and now includes a tinydata_pointmaterial plus a quantizedcircuitvector field for Cyber Mage's point-cloud/data aesthetic.Performer FX / Whole-Body GPUconnects 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.
- 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.
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.
- 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.
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.
- 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.
- Validate
Performer FX / Whole-Body GPUon RTX 4050: anchor count/confidence, semantic FPS and motion-to-effect latency. - Benchmark 8k/16k/32k/65k GPU particles and measure simulation/render/readback p50/p95.
- Fuse RTMPose semantic anchors and LK point tracks into one
TrackingStateupdate. - Add GPU ribbon/trail geometry and velocity-oriented sprites.
- Add SDF sigil/portal/shield renderer and distortion/refraction layer.
- Add sprite-atlas loader and generated 2D VFX cards through VFX packs.
- Add GLB/glTF renderer for generated summon/arena entities.
- Add track/landmark prediction using measured camera->display latency.
- Add depth/person segmentation and calibrated room-plane collisions.
- Share Song Studio
MusicalSignalswith performer material/particle states. - Neural skin only after deterministic SFX is worth filming: point/velocity/pose/depth/energy maps + flow-warp previous style + stable low-denoise conditioning.
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.
- 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.