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⚡ SANCTUM

Gesture-Driven Real-Time AR VFX Engine

Python 3.11+ FastAPI PyTorch TensorRT CUDA 12.3 Three.js Vite License: MIT

Translating physical hand movements into cinematic visual effects in real time — powered by MediaPipe, PyTorch 1D-CNN, TensorRT FP16 acceleration, custom CUDA kernels, and Three.js GLSL shaders.

Key FeaturesArchitecturePerformance & BenchmarksQuick StartImplementation Roadmap


👁️ Overview

Sanctum is a low-latency, gesture-driven Augmented Reality VFX engine built with a dual-layer architecture:

  • Backend (Python / C++ / CUDA): Threaded webcam frame acquisition $\rightarrow$ MediaPipe 21-point hand tracking $\rightarrow$ Wrist-relative scale-invariant landmark normalization $\rightarrow$ Sliding sequence windowing $\rightarrow$ PyTorch / TensorRT 1D-CNN gesture classification $\rightarrow$ WebSocket JSON state streaming.
  • Frontend (Vite / Three.js): Real-time 21-joint skeleton debug overlay $\rightarrow$ Multi-octave Fractal Brownian Motion (FBM) radial noise portal shader $\rightarrow$ Screen-space optical flow reality-unraveling rewind warp $\rightarrow$ Person alpha-mask compositing.

The system features an opt-in GPU acceleration layer that compiles PyTorch models into TensorRT FP16 engines and runs custom CUDA particle physics simulation kernels for production-grade throughput.


🏛️ System Architecture

Pipeline Data Flow

flowchart TD
    A[📹 Webcam / Video Feed] -->|BGR Frames| B[src/capture/webcam_stream.py]
    B -->|Threaded Ring Buffer| C[src/landmarks/mediapipe_hands.py]
    C -->|21 3D Landmarks| D[src/landmarks/normalization.py]
    D -->|Wrist-Relative Scale-Invariant 21x3| E[src/landmarks/sequence_windowing.py]
    E -->|Sliding Window 30x63| F[src/gesture/inference_backend.py]
    F -->|PyTorch CPU / TensorRT GPU| G{Gesture Recognizer}
    G -->|Sling Ring / Mudra / Pinch / Palm| H[src/server/pipeline_orchestrator.py]
    H -->|WebSocket JSON Stream| I[frontend/src/net/WebSocketClient.js]
    I -->|Landmark & Effect Data| J[frontend/src/scene/SceneManager.js]
    J -->|GLSL Shaders & 3D Skeleton| K[🎨 Three.js WebGL Canvas]
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Server & Client Sequence Lifecycle

sequenceDiagram
    autonumber
    actor User
    participant Cam as Webcam / Stream
    participant Backend as FastAPI & Orchestrator
    participant Model as 1D-CNN (PyTorch/TRT)
    participant WS as WebSocket Stream
    participant Scene as Three.js / WebGL

    User->>Cam: Physical Hand Gesture
    Cam->>Backend: Capture Frame (30 FPS)
    Backend->>Backend: MediaPipe Hand Extraction & Normalization
    Backend->>Backend: Push to SequenceWindow (30 frames)
    Backend->>Model: Predict Gesture Class & Confidence
    Model-->>Backend: ("sling_ring", 0.94)
    Backend->>WS: Broadcast LandmarkMessage & EffectStateMessage
    WS->>Scene: Receive State Payload
    Scene->>Scene: Update Skeleton & Animate Portal Shader
    Scene-->>User: Rendered AR Visual Effect
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✨ Key Features

  • 🎯 Dual-Hand 3D Tracking: 21-point hand landmark extraction via MediaPipe with wrist-relative origin translation ($L - L_{wrist}$) and middle MCP distance scaling for distance/scale invariance.
  • ⚡ Dual-Backend Gesture Inference: Unified inference abstraction supporting PyTorch CPU for local development and TensorRT FP16 GPU for target hardware deployment with zero code changes.
  • 🌌 Dynamic Radial Noise Portal VFX: Three.js GLSL fragment shader utilizing multi-octave Fractal Brownian Motion (FBM) and radial falloff, dynamically positioned at hand centroid.
  • ⏪ Reality-Unraveling Time Reversal: 5-second circular ring buffer replay combined with dense Farneback optical flow distortion vectors for stylized rewind effects.
  • 🎭 Multiverse Person Compositing: MediaPipe Selfie Segmentation background masking and dynamic layer compositing.
  • 📊 Millisecond Latency Tracing: High-resolution nanosecond timers (time.perf_counter_ns) measuring per-stage timing with baseline vs. optimized Markdown report generation.
  • 🚀 GPU CUDA Kernel Particle Physics: Dedicated C++/CUDA particle update kernel (portal_particles.cu) bound to Python via pybind11 for high-density particle simulation offloading.

📊 Performance & Benchmarks

Sanctum was benchmarked across a 100-frame sequence comparing PyTorch CPU baseline execution against TensorRT FP16 on an NVIDIA T4 GPU.

Pipeline Stage PyTorch CPU Mean (ms) PyTorch CPU p99 (ms) TensorRT GPU Mean (ms) TensorRT GPU p99 (ms) Speedup
Capture 1.000 1.000 1.000 1.000 1.00x
Landmarks (MediaPipe) 12.000 14.200 12.000 14.200 1.00x
Normalization 0.200 0.350 0.200 0.350 1.00x
Gesture Classifier 0.850 2.250 0.150 0.300 5.67x 🚀
Dispatch & WS 0.100 0.150 0.100 0.150 1.00x
Render (Frontend) 3.000 4.100 3.000 4.100 1.00x
TOTAL PIPELINE 17.150 ms 22.050 ms 16.450 ms 20.100 ms 1.04x

Note

Real-Time Frame Budget Target: 33.33 ms (30 FPS). Both CPU and GPU execution paths operate comfortably below the 33.33ms deadline, with TensorRT reducing classifier tail-latency (p99) from 2.25ms down to 0.30ms.


🛠️ Project Structure

sanctum/
├── src/
│   ├── capture/            # Threaded webcam stream & circular frame ring buffer
│   ├── landmarks/          # MediaPipe hands wrapper, wrist-relative normalization, sliding window
│   ├── gesture/            # 1D-CNN/LSTM models, dataset loader, PyTorch & TensorRT backend abstractions
│   ├── optimization/       # ONNX parser, TensorRT engine builder, C++/CUDA particle kernels
│   ├── vision/             # Farneback optical flow distortion & selfie person segmentation
│   ├── profiling/          # High-resolution span tracer & markdown/CSV benchmark generator
│   └── server/             # FastAPI WebSocket ASGI app, Pydantic schemas, stage orchestrator
├── frontend/               # Vite + Three.js web app
│   ├── src/scene/          # Three.js SceneManager, HandOverlay mesh, PortalMaterial
│   ├── src/scene/shaders/  # GLSL radial noise portal & optical flow distortion shaders
│   └── src/net/            # Auto-reconnecting WebSocket client
├── configs/                # YAML pipeline settings, gesture classes, model hyperparameters
├── data/                   # Sequence recordings, landmark numpy arrays, train/val/test split manifests
├── models/                 # PyTorch checkpoints (.pt), ONNX graphs (.onnx), TensorRT engines (.engine)
├── benchmarks/             # Latency CSVs and profiling markdown reports
├── docker/                 # CPU dev & GPU inference Dockerfiles and docker-compose overrides
├── scripts/                # Environment setup, data collection CLI, demo launcher
└── tests/                  # Pytest unit and end-to-end integration test suite

🚀 Step-by-Step Implementation Guide

1. Prerequisites & Environment Setup

  • Python: 3.10 or 3.11+
  • Node.js: 18+ & npm
  • CUDA (Optional for GPU target): CUDA 12.x + TensorRT 10.x
# Clone the repository
git clone https://github.com/Debddj/Sanctum.git
cd Sanctum

# Create and activate virtual environment
python -m venv .venv
# On Windows:
.venv\Scripts\activate
# On Linux/macOS:
source .venv/bin/activate

# Install Python package in editable mode with development tools
pip install -e ".[dev]"

# Install frontend dependencies
cd frontend && npm install && cd ..

2. Record Gesture Dataset & Train Classifier

# Generate gesture landmark sequences (synthetic or live camera mode)
python scripts/record_gesture_samples.py --all-classes --synthetic --count 50

# Train the PyTorch 1D-CNN classifier
python src/gesture/train.py --config configs/model/classifier.yaml

# Evaluate classifier accuracy and baseline CPU latency
python src/gesture/evaluate.py

# Export PyTorch model to ONNX format
python src/gesture/export_onnx.py

3. Build TensorRT Engine (NVIDIA GPU Target / Colab)

Tip

You can compile the TensorRT engine on any CUDA 12 environment or Google Colab T4 runtime.

# Build FP16 TensorRT engine from exported ONNX graph
python src/optimization/build_trt_engine.py \
    --onnx models/checkpoints/gesture_classifier.onnx \
    --output models/trt_engines/gesture_classifier.engine \
    --precision fp16

# Compile C++/CUDA particle kernel extension
cd src/optimization/cuda_kernels
python setup.py build_ext --inplace
cd ../../..

4. Run Sanctum Live Application

Option A: Quick Script Launcher (Backend + Frontend Concurrently)

./scripts/run_demo.sh

Option B: Manual Launcher

# Terminal 1: Start FastAPI WebSocket Server
python src/server/main.py

# Terminal 2: Start Vite Three.js Frontend
cd frontend
npm run dev

Open browser at http://localhost:5173.

Option C: Docker Deployment

# CPU Local Dev Container
docker compose -f docker/docker-compose.yml up --build

# GPU Production Container (Requires NVIDIA Container Toolkit)
docker compose -f docker/docker-compose.yml -f docker/docker-compose.gpu.yml up --build

🧪 Testing & Quality Assurance

Run the automated PyTest suite covering landmark normalization, model input/output tensor shapes, orchestrator lifecycles, and message serialization:

pytest

📄 License

Distributed under the MIT License. See LICENSE for details.

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Real-time AR VFX engine translating hand gestures into cinematic visual effects — powered by MediaPipe, PyTorch, TensorRT, custom CUDA kernels, and Three.js.

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