Make a physical wall feel like a passage through a remembered place: recognizable geometry from scans, dark negative space, extremely fine white luminous points, intentional forward camera motion, per-point spatial deformation, and music-led transitions. Reference: ethereal point-cloud walk through trees; avoid broad low-threshold bloom and a washed-out grey overlay.
- Self-contained WebGL2 stage: procedurally generated forest corridor, camera travel illusion, configurable vortex/dissolve geometry, optional palette variants.
- Browser-only file/clipboard import: ASCII/binary-LE PLY, XYZ/PTS, PNG/JPEG/WebP. Raster images become 2.5D reliefs, not real point-cloud reconstruction.
- Spectral Reactor: rolling FFT-height memory grid; synthetic demo until user consents to local WebAudio microphone capture.
- Human Cloud: camera-local edge/motion point experiment. No semantic tracking, stable person IDs, skeletal joints, 3D depth or body point cloud yet.
- Local static read-only server, explicit size/point caps, WebGL2 shader, no outbound APIs, manual Windows onedir packaging script, local tests.
- Native attractor: black-floor parameter now defaults to 0.10, suppressing weak additive haze before tone mapping. Plausible fix, not proof of screenshot cause.
PROTOTYPE. Python/Node smoke checks pass locally; automated Chromium visual capture was blocked by environment policy. GPU shaders, browser camera/FFT, full native suite, projector and Windows executable remain unvalidated.
- 60-second captured projection A/B (dark floor, color, seam, frame time) across Linux RTX 4050 and Windows RTX 4080. Iterate forest silhouettes and camera movement before marking a default.
- RTMPose/whole-body plus persistent IDs and semantic particle anchors from the existing tracker, sent over an authenticated localhost-only state bridge; optional depth or segmentation. No invented 3D geometry from a single photo.
- Import real scans with transforms, streamable chunk/LOD formats, normal/color metadata and provenance. Evaluate PLY-to-octree and LAS/LAZ via a license review.
- Synchronize Spatial Memories to shared MusicalSignals phrase/drop state, rather than simple raw FFT deformation. Build authorable camera spline and transitions.
- Move from CPU GL readback to native GPU display/projector compositor, with calibrated surface warp/mask as the final pass and explicit monitor geometry.
- Evaluate Rust/wgpu decoder/core vs Python/OpenGL only after profiling p50/p95 frame time, parse cost, GPU upload, VRAM and transport copies.
- Public static gallery over HTTPS with safe example datasets and no uploaded private scans; separately authenticate any local operator/control endpoints.
Scene startup, p50/p95/p99 FPS, VRAM, point count, upload time, black pixel fraction, saturation, calibrated projector latency, track jitter, resource cleanup and provenance.
No GitHub Actions; no third-party media without a clear license; assets reproducible; browser demo cannot silently gain remote execution; WebGL2 preview is not projector-tested.