The frame went 5.86ms to 3.17ms -- a 170fps ceiling to 315 -- and `loop`/`recur` is gone from src/ entirely. Two real wins, both from measuring rather than guessing: - `->rgba` was 3.16ms of that frame and was scene-independent: a `nth` into a vector of vectors is four protocol dispatches per pixel, 64,000 pixels a frame. The palette is now flattened once and cached by identity of the source vector -- palettes are values, so identity is exactly the right test and there is no invalidation to get wrong. At zoom 1 on a little-endian machine the inner loop is one 32-bit write per pixel through a Uint32Array view of the same buffer: 0.11ms, 28x. Every other case walks bytes off the same flat palette. raster-test pins both against a naive per-pixel reference at three zooms, because a fast path that is subtly wrong about colour would look like a palette bug rather than like an optimisation. - The per-frame z sort was re-deriving a constant. Draw order is a function of the z paths, which change when the scene changes and never because the playhead moved, so `draw-rank` computes it once and a frame sorts small integers. Every op drops its `:i` and `:z-path` fields as a result. The loop pass, and an honest note on it: it came out NET POSITIVE on lines, which is the wrong direction for a cleanup. geom is -3 (transduce for the accumulators, `(-> (iterate refine ref) (nth iters))` for Procrustes, which is what the algorithm says rather than a counter that happens to stop), channel -3, fill-poly!'s copy loop 7 lines to 1. Against that, eval-into went from one four-deep pyramid with seven positional parameters to `place` / `emit` / a fold over a ctx map -- less nesting, more lines, and a different change from "fix the loops" that should not have been bundled with it. Two idioms were reverted for being worse here than what they replaced, both the same mistake -- reaching for a form that allocates inside a hot loop: - `partition 2` over an `array-seq` per scanline is some five thousand throwaway objects a frame and took draw from 0.88ms to 1.48ms. Now a pairwise `dotimes` over the array. - `z-lex` via `(map compare a b)` allocated three lazy seqs per call, ~700 calls a frame. Made moot by `draw-rank`. And one DRY move reverted for coupling things that only coincide: a `geom-path` table had `node/valid-paths` and `scene/emit` deriving from one source, which ties what a kind may CARRY to what the renderer READS off it. Those are the same today and are not the same question, and the table put a spec change in charge of what gets drawn, across a namespace boundary. `emit`'s three branches are three different marks and stay three branches. Kept, because it is one operation with two callers rather than two concerns that rhyme: `lineage`, which `depth` and `z-path` were both walking separately. Its cycle check is now a length bound -- a chain that does not repeat cannot be longer than the node count -- instead of a `seen` set. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PDfHGdV39zu6rvgbBTfDaT |
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|---|---|---|
| docs | ||
| frontend | ||
| js | ||
| .gitignore | ||
| audio.wav | ||
| extract.sh | ||
| index.html | ||
| manifest.json | ||
| mise.toml | ||
| README.md | ||
| selftest.html | ||
| serve.py | ||
arthur
An animation suite for turning live-action video into work that reads as hand-authored — flat shapes, a tiny palette, hard edges, motion carried by silhouette, in the idiom of Another World.
It stabilises a face out of a clip, reduces the lip contour to a handful of vertices, derives teeth from image content, lets you decide which frames need their own hand-drawn head, and renders the result as flat indexed fills at 320×200 with no antialiasing.
The constraint is deliberate. 320×200 and an indexed palette are inherited from Animator Pro, where this started, but they are why the output looks right — modern conveniences belong in the workflow, not the output. See docs/design.md.
Run
python3 serve.py # from this directory, then open 127.0.0.1:8777
Use serve.py, not python3 -m http.server. The latter sends Last-Modified
and browsers cache ES modules on it hard enough that a reload serves a stale
js/app.js against a fresh index.html — new knobs appear in the markup, nothing
wires them, no error is raised, and the symptom reads as "the feature does not
work". serve.py is the same server with no-store.
Static files and ES modules — no build step, no dependencies beyond MediaPipe's wasm, which is fetched from a CDN on first use.
Synthetic take needs no video and exercises everything below detection.
For real footage:
./extract.sh /path/to/clip.mov 12 # -> frames/*.png, audio.wav, manifest.json
then Load frames. MediaPipe's wasm is fetched from jsdelivr on first use;
face_landmarker.task is local.
Frames are pre-extracted rather than decoded in the page because browser video
seeking is approximate and requestVideoFrameCallback only delivers frames at
playback speed — neither gives a deterministic per-frame pass.
manifest.json records the true extraction rate. The page reads it rather than
assuming, because a guessed fps desynchronises audio from picture — and sync is
the one thing this view exists to show.
Exposure decides how often the picture gets a new drawing: rip at 24 and
render on 2s for 12, on 3s for 8. The dense track and the audio are
untouched, so it is a dropdown rather than a re-rip, and the export emits keys
only on the grid instead of the same pose twice. Everything rides the same grid
— mouth, eyes, teeth, plate — because a head cutting on the odd frames while the
mouth cuts on the even ones reads as two performances laid over each other.
Audio is the playback clock: frame = floor(audio.currentTime * fps). A slow
render loop therefore drops frames instead of drifting, and ½x / ¼x work by
setting playbackRate with the picture following for free.
Shooting for it
Near-frontal, good light, consistent scale, head reasonably still. Hold a neutral closed mouth for a second at the top of the take: that frame is picked automatically as the neutral and drives calibration and the placeholder plate.
Out-of-plane head rotation cannot be stabilised away by a 2D similarity
transform — the residual readout rises when it happens. The pipeline's answer
is hand-drawn head plates, which this tool does not yet do.
Knobs
| Knob | What it does |
|---|---|
| vertices | Lip vertex budget. The reduction past what the footage supports is the style. |
| exposure | How often the picture changes: on 1s, 2s, 3s, 4s. Rip dense, choose timing here. |
| mouth lead ±f | Shifts the performance tracks earlier against the audio and the head. [ ]. |
| contour avg ±f | Radius in frames. 0 off, 1 = ±1. Removes per-frame landmark jitter. |
| anchor avg ±f | Radius on the four similarity parameters. Smooths the transform. |
| closed-mouth cut | Aperture below which the mouth interior is emitted as hidden. |
| suggest tolerance | Max head movement before a new plate drawing is required. Affects Suggest only. |
Teeth
MediaPipe has no landmarks inside the lips: the inner ring bounds the cavity and everything within it is just pixels. So teeth come from the image.
The hazard is vertex correspondence — a traced contour reorders between frames and boils. The way out for a blob specifically is radial sampling: march outward from the blob's centroid along N fixed directions and take the last pixel inside. Vertex k is then always "the extent in direction k", so correspondence holds by construction, the vertex count is fixed, and temporal smoothing is well defined with no reordering possible. It also produces a star-shaped reduction, which is what flat blocks of colour want.
The teeth measurement panel shows exactly what is sampled: region dimmed, kept pixels green, extracted contour amber. Tune against that, not the numbers.
| Knob | What it does |
|---|---|
| teeth contrast | Gate on the separation between the cavity's dark and bright class means. Otsu always returns some threshold, so this is what stops it inventing teeth in a dark mouth. |
| cavity erode | Pulls the sampled region in from the lip edge — MediaPipe's inner lip landmarks sit slightly outside the real opening, and lips are bright. |
| blob grow/erode | Resizes the found blob. An open pass always runs first to despeckle. |
| tongue reject | Drops pixels red relative to their own brightness. Teeth are near-neutral; tongue is not. |
| prefer upper | Biases component choice toward the top of the cavity. Area alone picks the tongue when the mouth is wide. |
| teeth vertices | Radial sample count. |
| teeth avg ±f | Temporal average over the contour. |
| teeth dwell | Frames a presence change must persist before it takes effect. |
Tongue as its own part would work the same way, gated on redness instead of brightness and biased low rather than high. Not implemented: it is not visible in the test footage, which reads as a dark cavity with a bright upper-teeth band.
Eyes
Three parts per eye, stacked the way the mouth is: a dark lash ring, the sclera inside it, and the iris inside that, with a square pupil in the iris. The dark ring outside a pale interior is what makes a flat shape read as an opening rather than a blob, and it is why a blink costs nothing — when the lid shuts, the traced ring goes flat and the lash line collapses to a lens, which is a closed eye, drawn correctly, for free.
The lids are a feature, rotoscoped like the mouth: head-local, a key on every
frame, the same contour avg knob. They track the face, because the face is what
they are attached to.
The iris is a primitive — a disc at a quantised position — and that is where the stylisation is.
Line of sight
Gaze is the iris centre relative to the midpoint of the eye's two corners,
in units of corner distance. Both corners are in RIGID, which is the point:
the origin and the scale are built only from landmarks that do not move under
performance. Measure against the lid ring's centroid instead and every blink
drags that centroid down and fakes a glance at the floor, on exactly the frames
where the eye is most conspicuous.
Both eyes share one gaze. At 320×200 an iris is a handful of pixels and its centre comes from five landmarks on an eye twenty pixels wide, so the difference between the two measurements is noise, not vergence — and independent per-eye noise reads as wall-eyed immediately, which is the most expensive artefact on a face. Openness stays per-eye, so a wink survives.
Then the gaze is quantised to a pixel grid with a dwell, which is not a stylisation imposed on the truth: real eyes move in saccades, holding a fixation and then jumping. The smooth drift left in the measurement is tracker noise plus head-compensation error, so snapping to a grid and requiring a dwell removes the noise and recovers the saccade in one operation. The readout reports how many distinct cells the iris ever occupies — three or four is a character who looks at things, forty is an unquantised iris sliding around.
The iris is drawn at the socket read back off the already-smoothed, already-
subsampled lid ring — slots 0 and 8 of a 16-slot ring are the corners, and
subsampling to any even budget keeps them at output indices 0 and n/2. So the
iris is placed in the frame of the exact polygon it sits inside and cannot drift
relative to its own eye. Size is authored from the take's mean eye width, not
remeasured per frame: a radius that breathes by a fraction of a pixel flickers a
pixel on and off around the whole silhouette.
The iris is stencilled to the sclera and the pupil to the iris — the indexed buffer is its own clip mask, the way Animator Pro would do it. So the lid crops the iris at extreme gaze automatically, and nothing needs to clamp the gaze, which would flatten the performance at exactly the extremes that carry it.
Blinking
Openness is the lid gap over the corner distance — normalised, so one threshold
carries across takes and faces. It gets hysteresis and a dwell like the teeth,
plus one knob the teeth do not have: blink hold. A blink is 100–150ms, which
is one frame at 12fps, and a single frame of closed eye reads as a dropped frame
rather than as a blink. Animators draw a blink over two or three drawings for
that reason, so once the eye shuts it stays shut for hold frames.
The pupil is a square
At this size a pupil is three pixels across, and a circle of radius 1.5 is not a circle — it is a plus sign with the corners gnawed off, and it changes shape as it moves. A square that size is a deliberate mark that stays the same mark wherever it lands. It is drawn from a rounded centre shared with the iris, so it is exactly its nominal size on every frame instead of spilling to the next pixel on some and not others.
Which iris is which
The refined mesh appends ten iris points, five per eye, and MediaPipe's own left/right naming is viewer-relative in some places and subject-relative in others. Getting it backwards swaps the irises, which looks almost right — each eye still has a disc roughly where it belongs — so it survives an eyeball and then reads as a subtly wall-eyed character forever. The pairing is therefore resolved from the geometry, by voting each block's distance to each eye's corner midpoint across every frame, and the selftest feeds it a track built the other way round to prove it actually looks.
| Knob | What it does |
|---|---|
| eye vertices | Lid ring vertex budget, off a 16-slot ring. |
| lash line | How far the dark ring sits outside the lid, in pixels. |
| blink cut | Openness below which the eye is shut. Normalised by corner distance. |
| blink hold | Minimum frames a blink stays on screen. A one-frame blink is a dropout. |
| blink dwell | Frames a change must persist. Usually 0 — unlike the teeth, a real blink is one frame. |
| gaze gain | Exaggerates or damps the throw. Measured excursion is small; a character usually wants more. |
| gaze step | The pixel grid the iris snaps to. 0 = off, and then dwell does nothing either. |
| gaze dwell | How long a new cell must hold before it takes. Together with step, this is what makes saccades. |
| iris size | Diameter as a percentage of eye width. |
| pupil | Square pupil in whole pixels. 0 = off. |
Brows
A brow at 320×200 is about fourteen pixels wide and three tall. Its shape carries almost nothing at that size; its height above the eye carries the expression, and a brow raise is the most legible beat on a face. So the ring is traced and the height is quantised — the same split the eyes got, where the lid is a traced feature and the iris a quantised primitive.
The decomposition matters. The traced ring already contains the real height, so adding a quantised raise on top would move the brow twice. Instead the height is measured out of the ring, quantised, and put back: the shape that renders is his, at a height that snaps between a few levels and holds.
Height is measured at both ends, not as one number, because raise and tilt are different expressions out of one mechanism — both ends up is surprise, inner up alone is worry, inner down is anger. They share a dwell, so the brow hits its pose in one frame instead of crawling into it with one end arriving first.
It is measured against the eye's corner midpoint, never its lid — the same trap the gaze origin has, and worth avoiding twice: brows and lids move together constantly, so a brow that jumped on every blink would read as a tic. The rest pose comes from the take median, not the neutral frame, for the same reason gaze does: that frame is chosen by minimum mouth aperture and says nothing whatever about the brows.
Two correspondences are resolved from geometry rather than declared: which ring is which brow, and which end of a ring is the outer one. The second matters more — get it backwards and the tilt mirrors, so worry renders as its own opposite, which reads as a directed performance choice and would never be questioned. Which edge of the brow is the upper one is deliberately left unresolved: it traverses the same ring the other way round, an even-odd fill has no winding, and the two ends still land on fixed slots either way.
| Knob | What it does |
|---|---|
| brow vertices | Ring vertex budget, off a 10-slot ring. |
| brow weight | Thickens the ring outward. It needs it at three pixels tall. |
| brow raise gain | Exaggerates or damps the raise. |
| brow step | The pixel grid the height snaps to. 0 = off. |
| brow dwell | How long a new height must hold. Shared across both ends. |
The plate is reference, not art
The plate layer has several representations because its job changes. Cycle with B:
| Mode | For |
|---|---|
| photo dim / photo | Drawing over. The source frame, stabilised. |
| posterized | The footage quantised into the ramp — a look test asked of the source rather than of a drawing. |
| oval | A flat stand-in, to judge the mouth against something. |
| oval + photo | Checking the stand-in against the real head. |
| none | Mouth alone. |
Photo modes are registered: the frame is mapped into raster space through the same transform chain the contours go through, so the head sits still and a drawing traced from it is already aligned to the mouth. An unregistered underlay would be decorative.
MediaPipe's face oval is the face boundary — it cuts at the hairline and
excludes hair, ears, jaw underside and neck — so as a head silhouette it is an
egg by construction, and no landmark precision fixes that. Hence the photo.
Save frame 4x writes the current registered composite as a 1280×800 PNG to draw on.
Paint — background cels
A sketch. It exists to test whether the aesthetic holds when a human draws
the background instead of the tracker deriving it, and it is meant to be
replaced by a real paint surface with onion skin and undo. It is one dependency-
free module, js/paint.js, so throwing it away is a delete rather than surgery.
Cels are drawn on the frames that get their own drawing and hold until the next one — the same rule the plate follows, and literally the same lookup. You can scrub anywhere and keep drawing on the cel you can see; the header says which one you are editing and how far it holds.
- pen — click to place vertices, click the green box on the first one (or Enter / double-click) to close.
- edit — click a shape to select, drag a vertex or the whole shape, Shift-click an edge to insert a vertex, Alt-click one to remove it, Del to delete the layer.
- Layers stack Photoshop-style, front at the top, with per-layer colour, show/hide and reorder.
- Copy previous brings the last drawing forward onto this frame. It means
the nearest earlier enabled frame that actually has a drawing, skipping the
empty ones — every frame is enabled until you thin the strip out, so the naive
rule resolved to
f-1and it looked like it only ever copied the frame to the left. Drag a frame from the strip onto the canvas to seed from any other frame instead. Both deep-copy; the two cels never share point arrays. - Frames carrying a drawing are marked ▣ in the strip, so you can see the rhythm rather than having to remember it.
Two rules are enforced rather than left to discipline. Colours are palette
indices, so you cannot pick one that is not in the ramp — sampling colour from
the source is the one move docs/design.md says is irrecoverable. And vertices
snap to the 320×200 grid, because on a hard-edged indexed rasteriser a shape
nudged by 0.4px moves an edge by a whole pixel or not at all depending on where
it lands, which shimmers instead of holding.
Drawings autosave to localStorage per take name. They are the only thing in
the tool a person made by hand; everything else regenerates. They are not in the
.take export yet.
Two kinds of sparseness
Sparseness has two unrelated causes, and conflating them was the original design error here. Aesthetic sparseness is set by the extraction rate — pick 12fps and you have already chosen your timing. Labour sparseness is a human drawing each one, and it binds only on the plate.
Aesthetic sparseness is the exposure control, not the extraction rate — making it a render-time grid means auditioning 12 against 24 costs a dropdown instead of a re-rip and a full re-detection.
So the mouth keeps every frame: it is traced, and therefore free. In limited animation lip sync is routinely the densest element, on 1s, while heads hold on 2s and 3s.
The frame strip is the editing surface for the other half: which frames need their own plate drawing. Everything starts kept; delete what you don't want. Suggest runs error-tolerance decimation over head pose as a starting point, then you hand-correct.
Mouth lead is not a correction for a bug. A centred moving average has no phase lag, so smoothing does not delay anything — but it blurs onsets, and the visually salient moment of a mouth opening moves later even though the mean does not. Animators also draw mouth shapes one or two frames ahead of the sound as standard practice. Only the performance tracks shift; the head stays with the audio, since it is the mouth that should anticipate. The lead is baked into the exported take, so the renderer never needs to know about it.
contour avg is a deliberate, bounded exception to "never smooth the contour" in
docs/design.md. That rule held while keys were sparse, because sampling
at velocity minima rejected detector noise for free. With a key on every frame it
does not, so a radius shorter than the shortest articulation worth keeping is
justified — at 12fps, articulation spans 3–6 frames and detector noise is
per-frame, so ±1 separates them and ±3 starts eating speech.
Tests
chromium --headless --virtual-time-budget=8000 --dump-dom \
http://127.0.0.1:8777/selftest.html | grep -oE '(PASS|FAIL) [0-9/]+'
Or open selftest.html. 105 assertions over the stages below detection, plus a
wiring cross-check: every el('id') in app.js must exist in index.html. A
knob wired in one but not the other throws during wiring, which aborts the rest
of the module and leaves a blank page — a symptom that points nowhere near its
cause, and which has happened twice.
The ring-simplicity check is the load-bearing one. Because hold parts cut
between poses instead of interpolating, a ring whose vertex order is wrong
self-intersects and renders as blocks meeting at corners — and it is invisible at
odd verts/2 and obvious at even, so it needs an assertion rather than an
eyeball.
Not done yet
Hand-drawn head plates and per-plate mouth slots (the strip decides which frames need one, but you cannot yet supply the drawing); real performer→character calibration (currently identity, fitting the face oval to the canvas); the override layer; anything on the Animator Pro side. The plate is a face-oval polygon per kept frame — it exists so the mouth has a face to read against, not to look good.