Traditional computer vision relies on costly cloud GPU instances ($500+/mo). This architecture shifts 100% of compute into the client's WebGL hardware thread, making deployment free and infinite-scale.
PHASE 01
Client-Side Execution
0 SERVER COSTInference executes locally in the visitor's browser thread via WebGL & WASM — zero server infrastructure, zero video telemetry leaves client.
- Hardware-accelerated WebGL 2.0 shader kernel
- SIMD-optimized WASM fallback for legacy chipsets
- MediaDevices HTML5 standard webcam pipeline
- HTMLVideoElement direct texture binding
PHASE 02
Neural Engine: COCO-SSD v2
LITE MOBILENETLightweight single-shot multibox detector tuned for real-time edge performance without discrete GPU acceleration.
- MobileNetV2 inverted residual bottleneck feature pyramid
- Multi-scale anchor box classification (80 COCO categories)
- Zero-copy frame transfer from DOM video buffer
- Average ~18-35 FPS on standard Intel/M-series silicon
PHASE 03
Multi-Source Ingestion & HLS
LIVE CCTVAdaptive stream consumer switching seamlessly between local webcams, direct MP4 clips, and municipal live CCTV HLS broadcasts.
- hls.js adaptive bitrate demuxing for municipal .m3u8 streams
- Live streams tested against Udon City Axis IP traffic cameras
- Zero-latency WebRTC/getUserMedia webcam interface
- CORS-safe direct crossOrigin canvas readback
PHASE 04
Asynchronous Detection Loop
BACKPRESSURE GUARDMicrotask-coordinated tick rate keeping inference synchronous to display refresh while shedding unprocessable dropped frames.
- requestAnimationFrame loop synchronized to screen v-sync
- Dynamic throttling preventing mobile thermal saturation
- Confidence gating: discard low-probability ghost targets (<0.50)
- Per-second sliding window FPS & latency profiling
PHASE 05
HUD Tactical Renderer
60 FPS CANVASMilitary-spec heads-up display rendering cybernetic target locks, tactical corner brackets, and bounding boxes.
- Low-overhead 2D Canvas context rendering layer
- Dynamic DPI scaling matching physical display bounds
- Target tracking crosshairs & glow shadow effects
- Non-blocking layout: canvas overlay independent of DOM
PHASE 06
Edge Delivery on Vercel
EDGE GLOBALDeployable worldwide in seconds — static compilation means near-instant TTFB and limitless concurrent users.
- Next.js 15 App Router static generation (Static Export)
- Zero backend serverless spin-up time
- Zero data storage or session cookies — 100% private
- Automated Git-triggered Vercel CI/CD pipeline