L'électron rare 3314b58b69 fix(viz): action-head body3d kp conversion
The body3d / MediaPipe fallback feeding action-head silently failed:
getattr(kp, "x", kp[0]) eagerly evaluated the kp[0] fallback, which
raises TypeError on the non-subscriptable Kp3D dataclass, so
_kp_list_to_array returned None and every body was skipped. This
blocked /pose/kin and /pose/action for any MediaPipe-only mode (webcam
and iphone-usb), so SC body-play never saw a body (hasBody=false ->
no notes). Use attribute access for Kp3D, index fallback only for
indexable rows. Verified: /pose/kin + /pose/action now flow (97 vs 0).
2026-06-27 16:03:04 +02:00
2026-06-27 14:35:47 +02:00
2026-06-23 23:01:07 +02:00
2026-06-03 16:34:05 +02:00
2026-05-21 12:41:33 +02:00
2026-06-23 23:01:07 +02:00
2026-05-07 11:49:18 +02:00
2026-05-14 02:46:32 +02:00

AV-Live

Release : v0.1.0-rc1 (2026-05-14) — distributed Multi-HMR (M5 ↔ macm1 LAN), unified 3D armature openpos, hybrid mesh rigger 27 fps perceived, 10 pose-reactive Metal scenes. See RC0.1+ architecture below.

Live coding audio-visual performance system built around a SuperCollider sound engine, an openFrameworks oscilloscope visualizer driven by a real Hantek 6022BL USB scope, a macOS menubar launcher, and a Metal-native pose / body-mesh visualizer that listens to the same audio bus.

15 scripted demoparties · ~47 fullscreen visuals (26 3D parametric meshes + 18 procedural shaders + 3 dedicated C++ scenes) · 5 OS pixel-art shaders · 14 retro OS logos · 33 GLSL shader pairs (~65 files) · 1099 SynthDefs across 368 tracks (23 albums × 16) · 20 real-world data feeds · 7 pose-estimation backends · SMPL-X body mesh (10 475 vertices via Multi-HMR + RealityKit) · 3 launch modes (Full / Data-only / Body Mesh) — all reactive to the audio physically passing through the scope probes.

Top-level architecture

ASCII (always renders):

                                  AV-LIVE
              ┌──────────────────────────────────────────┐
              │        AVLiveLauncher.app (menubar)      │
              └────┬────────────┬─────────────┬──────┬───┘
                   │            │             │      │
           ┌───────▼──────┐ ┌───▼────┐ ┌──────▼───┐ ┌▼────────────┐
           │ sclang +     │ │ node   │ │ oscope-of│ │ data_only_viz│
           │ scsynth      │ │ web ui │ │ (oF C++) │ │ (Metal py)   │
           │ sound_algo/  │ │ :3000  │ │ Hantek   │ │ webcam pose  │
           │ 1099 SynthDef│ │        │ │ FFT 2048 │ │ 7 backends   │
           │ 368 tracks   │ │        │ │ ~47 bg   │ │ NLF / SMPL   │
           └───────┬──────┘ └───┬────┘ └──────┬───┘ └───┬─────────┘
              :57121 OSC    :3000 HTTP    :57123 OSC      :57123 OSC out
                   │            │             ▲              │
                   └────────────┴─────────────┴──────────────┘
                                       ▲
                          data_feeds/ (11 sources OSC)

Mermaid (rendered on GitHub):

flowchart TB
    L["AVLiveLauncher.app (menubar SwiftUI)"]
    SC["sound_algo/<br/>sclang + scsynth<br/>1099 SynthDefs · 368 tracks"]
    W["sound_algo/web/<br/>node :3000"]
    OF["oscope-of/<br/>openFrameworks C++<br/>Hantek 6022BL · FFT 2048<br/>~47 backgrounds · 33 shader pairs"]
    DOV["data_only_viz/<br/>Metal natif (pyobjc)<br/>7 pose backends · NLF/SMPL mesh"]
    DF["data_feeds/<br/>11 real-world sources"]
    WR["web_realart/<br/>WebGPU + Web Audio + Hydra"]

    L -->|spawn| SC
    L -->|spawn| W
    L -->|spawn| OF
    L -->|spawn| DOV

    SC -->|OSC :57123| OF
    SC -->|OSC :57123| DOV
    DOV -->|OSC pose →| SC
    DF -->|OSC :57121| SC
    DF -->|OSC :57123| OF
    DF -->|OSC :57124| WR

    W <-->|WebSocket| SC

Features

🎵 Sound engine — sound_algo/

  • 1099 SynthDefs auto-loaded (acid_v1..v19, bass808_v1..v19, lead_v1..v19, kicks, drums, world, fx, master) — 1059 synth + 40 fx confirmed
  • 23 albums × 16 tracks = 368 tracks ready to play (album letters A-W)
  • Subtle humanize : timing ±3.5 ms, velocity ±10 %, micro-detune ±3 cents per note
  • Synth rotation : cycles through 19 versions of each SynthDef every 8 notes
  • Auto layering : 3 voice layers parallel to melody/harmony/acid
  • 15 album signatures with per-album palette, FX drives, layer config
  • OSC bridge to oscope-of and data_only_viz on :57123 (kick/snare/melody/lead/bass/bpm/album)
  • Web UI on :3000 with live coding control surface (Express + WebSocket bridge)
  • 18 example scripts in sound_algo/examples/00..17_*.scd

📺 Visualizer — oscope-of/

  • Hantek 6022BL real USB oscilloscope capture (148 MS/s, 2 channels, 8-bit) via libusb bulk transfers
  • AudioAnalyzer : downsamples Hantek to 48 kHz, FFT 2048 (~23 Hz/bin), bands bass / lowMid / mid / treble / kick / snare
  • ~47 fullscreen backgrounds (enum BgKind in src/ofApp.h:98-113, 53 enum values) :
    • 26 ModelVis 3D parametric meshes : Möbius, Klein, trefoil, twisted torus, Lucy, helix, catenoid, Boys, lemniscate, Penrose, sphere, icosahedron, dodecahedron, torus, supershape, Lorenz attractor, Hopf, Enneper, Hopf link, gear, cone, pyramid, rose3D, geosphere, DNA helix, hyperboloid
    • 18 ShaderVis procedural : metaballs, voronoi, twister bars, plasma FBM, rotozoom, truchet kaleido, SDF tunnel raymarched, KIFS fractal, fire, perspective grid, tunnel cubes, caustics, vortex, octahedron chrome, Boing ball, Mode7, plasma C64, dot tunnel
    • 3 dedicated C++ scenes : TunnelVis, VectorCubesVis, SphereWaveVis
    • + starfield (DemoFx) and + live webcam (WebcamVis)
  • 5 OS pixel-art shaders : Workbench (Amiga), Mac OS Classic, Atari Fuji, Ocean Loader, Win95
  • 14 OS logo PNGs with demoscene FX (mirror reflection, ghost trail, RGB chroma, twister wobble, scanlines, glitch tear) : Win 1.0/3.11/95, Lotus 1-2-3, MS-DOS, Apple Rainbow, Amiga WB, NeXTSTEP, BeOS, OS/2 Warp, IRIX, ZX Spectrum, C64, Atari
  • 10 scroller styles : Classic, Wavy3D, Rainbow, Mirror, Glitch, Neon, Cascade, Chrome, Bouncy, Squashy
  • Demoscene FX : sine scroller from greetings.txt, copper bars, logo bobs, starfield with motion blur
  • 33 GLSL shader pairs (~65 files) : 14 backgrounds + 5 OS pixel-art + 9 post-FX/transitions + 5 mesh/3D + shared utilities (postfx.vert, transition.vert), all GLSL 150 GL 3.2 core
  • Post-FX shader chain : ACES tone-map, bloom, chromatic aberration, hue rotation, scanlines, vignette, grain, pixelate, kaleido, feedback FBO, glitch displacement

🤸 Pose / body mesh — data_only_viz/ (new)

Metal-native fullscreen visualizer (pyobjc, MTKView, ~60 fps) driven by webcam pose detection. Listens to the same OSC bus as oscope-of (:57123) so audio sync and data feeds drive its shaders identically, and ships pose features back to sound_algo on :57121 to close the loop (the dancer steers the synths).

  • 7 pose backends (drop-in via pyproject.toml extras) :

    Backend Module Model Status
    MediaPipe Holistic holistic.py 33 body + 478 face + 42 hand kp stable
    YOLOv8-pose pose.py Ultralytics, 17 COCO kp stable (MPS)
    Apple Vision apple_vision_pose.py VNDetectHumanBodyPoseRequest (ANE) macOS only
    Core ML pose coreml_pose.py YOLO11n-pose CoreML, AVCapture zero-copy stable
    DETRPose detrpose.py DETR transformer, COCO 17 kp, multi-person manual clone + ckpt
    NLF nlf_worker.py SMPL body mesh, 6890 vertices, TorchScript CUDA-only (CPU/MPS bricked)
    MediaPipe multi multi.py Pose/Face/Hand ×4 personnes stable
  • Renderer : Metal pipelines compiled at runtime (shaders/*.metal), bg_pipeline (full-screen FBM) + skel_pipeline (skeleton lines). SMPL face topology shipped as binary (mesh_topology.py) for RealityKit-compatible mesh rendering.

  • Tracker : One Euro Filter on keypoints + IoU multi-person association (scipy.linear_sum_assignment, ByteTrack-like).

  • OSC out → sclang :57121 : /pose/count, /pose/center, /pose/wrist, /pose/head, /pose/sho_span, /pose/limb_span.

  • OSC out → AVLiveBody :57126 UDP (mode openpos, mode 9 / touche p) : /pose/skel, /face/kp (68 dlib landmarks), /hand/kp (21 × 2 hands), /pose3d/kp (33 MediaPipe pose_world_landmarks 3D meters).

  • TCP out → AVLiveBody :57130 : SMPL-X dense mesh (10475 verts) frame-packed binary, 30 Hz rigged interpolation between Multi-HMR keyframes.

  • Thread-safe state : state.py exposes State.lock() ; dataclasses PoseKp, Kp3D, SMPLXPerson, multi-person container.

RC0.1+ distributed Multi-HMR architecture

feat/action-head + tag v0.1.0-rc1 (2026-05-14). The body-mesh pipeline is now distributed across two Apple-silicon Macs over LAN gigabit :

                M5 (capture host)                              macm1 (compute host)
            ┌─────────────────────────────────┐           ┌──────────────────────────────────┐
            │ Caméra MacBook Pro              │           │ Multi-HMR server :57140 (pyobjc) │
            │ data_only_viz/                  │ JPEG q80  │ multihmr_full_672_s.mlpackage    │
            │  ├─ multi_hmr_worker             ├──TCP────▶│  ├─ Pyobjc direct CoreML.fwk     │
            │  │    backend=remote (async)     │           │  ├─ ~87 ms predict (M1 Max GPU) │
            │  ├─ MultiHMRRemoteBackend         │◀──RSP───┤  └─ 6 outputs (v3d 10475,         │
            │  │    queue maxsize 2/3          │           │      transl, scores, betas,      │
            │  │    JPEG encode q80             │           │      expression, joints 127)    │
            │  │                                │           │                                  │
            │  ├─ MediaPipe Holistic            │           │ AVLiveBody display (RealityKit) │
            │  │    Metal GPU delegate          │           │  ├─ MeshRenderer (TCP :57130)    │
            │  │    pose 33 + face 478 +        │  /pose/* │  │   SMPL-X dense, low-level    │
            │  │    hand 21×2                   ├──UDP────▶│  │   mesh, 30 fps rigged interp │
            │  ├─ pose_bridge (UDP :57126)      │  /face/* │  │                              │
            │  ├─ smplx_tcp (TCP :57130, 30 Hz) │  /hand/* │  ├─ Skeleton3DRenderer (OSC)    │
            │  ├─ MeshRigger (Hungarian + DINO  │  /pose3d/│  │   1 fused LowLevelMesh /     │
            │  │   re-id, sticky pid 0.30/0.15) │           │  │   person : body 33 + face   │
            │  └─ PoseFilterChain               │           │  │   68 + hand 21×2 = 143 vts  │
            │      (median + Kalman CV +        │           │  │   288 line indices          │
            │       lookahead + IK clamps)      │           │  └─ 10 Metal scenes (storm,   │
            │                                   │           │      tunnel, plasma, kaleido, │
            │ TCP loop fps : 25                 │           │      voronoi, metaballs,      │
            │ Multi-HMR fresh fps : 9           │           │      starfield, bars, hands3d, │
            │ MeshRigger perceived : 27         │           │      openpos), all consume    │
            │                                   │           │      pose uniforms (mouth,     │
            └─────────────────────────────────┘           │      velocity, head_tilt,     │
                                                            │      arm_spread, eye_open,    │
                                                            │      finger_pinch, body_xyz)  │
                                                            └──────────────────────────────────┘

Key technical wins (commits in feat/action-head)

Commit Win
5800156 Multi-HMR ViT-S/672 → CoreML mlpackage (FP32, 6 outputs)
52588b9 roma.rotmat_to_rotvec → branchless atan2 (fixed all-NaN v3d/transl bug)
4e7101c NaN/Inf guard on v3d before TCP ship
2c8094c MeshRigger : 27 fps perceived via Hungarian pid match + Vision pelvis delta
1f623fe AVLiveBody mirror webcam preview (CATransform3D scale -1)
9838da3 Remote inference protocol (TCP :57140) + multi-buffer async client
67302e7 Pyobjc server (drops coremltools overhead) + MediaPipe Metal GPU SRGBA
1828d7c 12 new SceneUniforms (mouth, eye, head, finger, body) drive 5 scenes
bd46f6e Lift Python self-throttle 10 → 30 fps loop, fresh fps metric
latest 10 Metal scenes pose-reactive + SMPL-X 127 joints output (finger props)

Environment toggles

Env var Default Effect
MULTIHMR_BACKEND pytorch pytorch, coreml, remote
MULTIHMR_REMOTE_HOST 127.0.0.1 macm1 IP (gigabit LAN)
MULTIHMR_REMOTE_JPEG 1 JPEG q=80 compression on the wire
MULTIHMR_REMOTE_ASYNC 1 client double-buffer queue (maxsize 2/3)
MULTIHMR_SERVER_BACKEND pyobjc server : pyobjc or coremltools
MULTIHMR_LOOP_FPS 30 Python loop target_fps (formerly capped at 10)
AVBODY_HOST 127.0.0.1 route TCP mesh + OSC pose to a remote AVLiveBody
MEDIAPIPE_DELEGATE cpu gpu Metal SRGBA (faster but IOSurface flake on M5)
POSE_FILTER median+kalman+lookahead+ik toggle filter chain stages
MULTIHMR_REID dino if mlpackage present dino (cosine match) or iou
MULTIHMR_REID_ALPHA 0.5 IoU vs cosine weight (0=DINO only, 1=IoU only)

Hardware ceilings observed (M5 + M1 Max 32c GPU, LAN gigabit)

Path Predict Live loop Mesh rigged perceived
M5 local (PyTorch MPS) 270 ms 3.5 fps 27 fps
M5 local (CoreML FP32) 139 ms 6.8 fps 27 fps
Remote macm1 (idle GPU) 53 ms ~18 fps 27 fps
Remote macm1 (under MLX contention) 87 ms 25 fps loop / 9 fps fresh 27 fps
Studio M3 Ultra (80c GPU, training only) est. 35 ms (~30 fps)

Hard ceiling on macm1 ≈ 18 fps fresh predict (unified memory bandwidth + CoreML sync overhead) ; further gains require moving MLX servers off macm1 or quantising the model.

🎬 Demoparties — 15 narrative demos

Each demoparty is a multi-act scripted show with unique scroller text, background sequence, scroller style, and SuperCollider album track :

Key Demo Acts Album
1/& AMIGA TRIBUTE 6 M chiptune_madness
2/é C64 LOWLIFE 5 N phonk
3/" ACID JOURNEY 8 A acid_journey
4/' TUNNEL VISION 5 P industrial
5/( FREQUENCIES 7 I liquid_dnb
6/§ GLITCH WORLD 6 V glitch_idm
7/è AMBIENT VOID 7 J ambient_cinematic
8/! RAVE 7 T hardcore_gabber
9/ç MEMORY LANE 8 U vocal_trance
0/à GREETINGS 18 W dub_techno
F6 FRACTAL DREAMS 7 O asian_cinematic
F7 INFERNO 6 E vietnam_hard
F8 OUTRUN 6 R synthwave
F9 CUBE STORM 8 Q neurofunk_dnb
F10 GRAND FINAL 8 L future_garage

Each act lasts 1255 s, transitions between acts trigger flash + glitch postfx + audio swap. Demos loop on their first act after the last.

🎛 Live FX control (Mac AZERTY FR friendly)

  • a z e r t y u i o p — 10 background scenes (BoingBall, Tunnel, Metaballs, Voronoi, Twister, KIFS, Fire, Mode7, Octahedron, PlasmaC64)
  • s d f g h j k l m + w x c v b n , ; — 17 FX parameters (speed, kick, roll, pan, curve, tile X/Z, dir lerp, bloom, chroma, kaleido, scanlines, pixelate, hue, grain, vignette, saturation)
  • ↑ ↓ — adjust selected parameter (× 1.20 / × 0.83 multipliers, or ± 0.05 absolute)
  • : — reset all FX
  • \ or * — toggle beat-sync (queue demo trigger to next kick)
  • q / Esc — exit narrative, default to SphereWave 3D live background
  • Espace — manual glitch pulse
  • F1F5 — fullscreen / GUI / postFx / autoglitch / reload shaders

🌐 Real-world data feeds — data_feeds/ + web_realart/ + data_only_viz/web/

  • 20 feed modules in data_feeds/feeds/ ingested by bridge.py and broadcast as OSC /data/<source>/<sub> to SC (:57121), oF (:57123) and the web bridge (:57124) :

    • Geophysique : USGS quakes · Smithsonian GVP volcanoes · Blitzortung lightning
    • Meteo / Air : Open-Meteo (temp/wind/rain) · OpenAQ (PM2.5/PM10/NO2/O3)
    • Espace : NOAA SWPC (solar wind, Bz IMF, Kp, X-ray) · ISS position (wheretheiss.at) · GCN astrophysics
    • Mobilite : OpenSky ADS-B · LiveATC listeners
    • Energie / reseau : Mainsfrequenz.de · RTE eCO2mix · NOAA tides + moon phase
    • Social / numerique : Bluesky firehose · Reddit /r/all + HackerNews top · Wikipedia EventStream · GDELT 2.0 events · GitHub · Bitcoin mempool
    • Pose / webcam : YOLOv8-pose
  • SC presets sound_algo/examples/16_data_feeds.scd and 17_data_feeds_more.scd map each source to synthesis : Schumann cavity drone (foudre), aurora additive pad (Bz/wind/Kp), Netzfrequenz pulse kick, RTE 8-op carbon FM, OpenSky granular swarm

  • Web standalone web_realart/ ports the visualizers and synths to the browser for real.art.saillant.cc :

    • WebGPU + three.js TSL (r171) globe with quake/strike/flight particles (auto-fallback WebGL2)
    • Web Audio ports of 5 SC SynthDef presets (cavity, mix, geo, aurora, pulse)
    • Hydra with 7 data-driven patches (aurora, quake, lightning, flightmap, gridpulse, solarwind, bskyrain)
    • All three layers share feeds_client.js (window.feeds) over one WebSocket
  • Web data-only data_only_viz/web/ (port :3211, Express + WebSocket) — bidirectional OSC bridge for the Data-only mode :

    • /dashboard.html — live cards + SVG sparklines for all 19 active feeds (USGS, GDELT, Wiki, ISS, tides + moon, ATC, ...) with severity classes (alert / warn / green)
    • /map.html — Leaflet dark fullscreen with markers ephemeres for geocoded feeds (quakes, lightning, planes, volcanoes, GDELT events) + persistent ISS marker
    • /control.html — 3-pane control surface : 7 synth/mix sliders (master, cutoff, reso, reverb, delay, tempo), 10 audio scene buttons (/scene/play), 9 visual mode buttons routed to oF (/control/vizMode:57123), XY pad (/xy/{x,y})
    • SC retour : sound_algo/control/web_bridge.scd listens on :57121 for /control/* /scene/* /xy/* and pushes /sync/bpm|beat|rms|voices to web on :57125 at 4 Hz

📡 Audio reactivity pipeline

ASCII :

Hantek probes → bulk USB → ScopeRing CH1/CH2 (1-48 MS/s, 8-bit)
                                ↓
                        AudioAnalyzer.update()
                                ↓
                    Downsample box-filter → 48 kHz mono
                                ↓
                  Hann window + FFT 2048 (23 Hz/bin)
                                ↓
        bands : bass(20-200) / lowMid(200-800) /
                mid(800-3200) / treble(3200-16000) /
                kick (transient bass) / snare (transient mid+treble)
                                ↓
                    drives every visualizer parameter

Mermaid :

flowchart LR
    H["Hantek 6022BL<br/>2× probes"] -->|bulk USB| R["ScopeRing<br/>CH1/CH2 148 MS/s 8-bit"]
    R --> A["AudioAnalyzer.update()"]
    A --> D["Downsample box-filter<br/>→ 48 kHz mono"]
    D --> F["Hann + FFT 2048<br/>~23 Hz/bin"]
    F --> B["Bands :<br/>bass · lowMid · mid · treble<br/>+ kick & snare transients"]
    B --> V["Visualizer params<br/>(backgrounds, post-FX, scroller)"]

🤸 Pose pipeline — data_only_viz (new)

flowchart LR
    CAM["Webcam<br/>AVCaptureSession"] --> BE{"Backend<br/>(pyproject extras)"}
    BE -->|holistic| MP["MediaPipe Holistic"]
    BE -->|pose| YO["YOLOv8-pose"]
    BE -->|coreml_pose| CM["CoreML ANE"]
    BE -->|apple_vision_pose| AV["Apple Vision"]
    BE -->|detrpose| DT["DETRPose"]
    BE -->|nlf| NLF["NLF SMPL 6890v<br/>CUDA only"]
    MP & YO & CM & AV & DT & NLF --> KP["Keypoints / Mesh"]
    KP --> EF["One Euro Filter"]
    EF --> TR["Tracker IoU<br/>linear_sum_assignment"]
    TR --> ST["State (lock)<br/>PoseKp · NLFPerson"]
    ST --> MET["Metal renderer<br/>bg + skel pipelines"]
    ST --> OSC["OSC /pose/* →<br/>sclang :57121"]
    SCIN["sclang OSC :57123<br/>/sync /data"] --> ST

Quick start

macOS install

# 1. Clone
git clone https://github.com/electron-rare/AV-Live.git
cd AV-Live

# 2. Dependencies
brew install --cask supercollider
brew install libusb node uv
# openFrameworks 0.12 : https://openframeworks.cc/download/  (extract to ~/of)

# 3. Build the launcher (universal binary arm64+x86_64)
cd launcher && bash build.sh

# 4. Build oscope-of (one-time symlink for oF make)
ln -s "$PWD/../oscope-of" ~/of/apps/myApps/oscope-of
cd ~/of/apps/myApps/oscope-of
make OF_ROOT=$HOME/of -j4 Release

# 5. (optional) data_only_viz Metal pose viz
cd ../../../data_only_viz
uv sync                       # base (Metal + OSC + tracker)
uv sync --extra pose          # + MediaPipe / YOLOv8 / Ultralytics
# uv sync --extra nlf         # + NLF SMPL body mesh (CUDA only)
uv run python -m data_only_viz.main

# 6. Run the whole stack
open AV-Live/launcher/build/AVLiveLauncher.app

The launcher autostarts sclang + the relevant visualizers + the web bridges depending on the 3 launch modes offered by the picker at startup :

  • Full AV-Live — sclang + oscope-of + sound_algo web UI (:3000) + data_feeds (full profile)
  • Data-only — sclang + data_only_viz Metal viz + data_feeds (data-only profile) + sound_algo web UI + data-only dashboard (:3211 with /dashboard.html, /map.html, /control.html)
  • Body Mesh — sclang + data_only_viz (headless, Multi-HMR worker only) + AVLiveBody Swift app (RealityKit, SMPL-X mesh + webcam overlay + live RenderSettings panel S) + data_feeds + dashboard data-only

Open the menubar icon for per-process Start/Stop, logs, and the "AV-Live-Body" launch button available from any mode.

Without Hantek hardware

oscope-of works without the scope plugged in. It falls back to synthesized signals from the OSC /sync/* metadata sent by sound_algo. You lose the audio-derived FFT but the demoscene visuals + narrative demos all still play. data_only_viz runs identically since it only needs the OSC bus + a webcam.

Demoparty mode

Press a digit (19, 0) or F-key (F6F10) to launch a 13 minute scripted demoparty. Each one is a journey through audio + visual transitions, with greetings to the demoscene legends along the way (Fairlight, Razor 1911, ASD, Conspiracy, Farbrausch, TBL, Mercury, TPOLM, Loonies, Hokuto Force, IQ, Knighty, Smash, Gargaj…).

The 0 GREETINGS demo cycles through 18 acts including Boing Ball, plasma C64, dot tunnel, twister bars, copper bars, fractal KIFS, Möbius topology, then a parade of OS logos (Win 1.0, Lotus 1-2-3, Atari, Apple, OS/2 Warp, IRIX, ZX Spectrum), ending on a roll call of demoscene groups.

Architecture details

Component Path Tech
Sound engine sound_algo/ SuperCollider 3.14+, ~12k LOC .scd
Sound web UI sound_algo/web/ Node Express + WebSocket bridge OSC↔HTTP
Visualizer oscope-of/ openFrameworks 0.12, GLSL 150 GL 3.2 core, ~6k LOC C++
Pose / body mesh data_only_viz/ Python 3.11+ / uv, Metal natif via pyobjc, 7 pose backends
Launcher launcher/ SwiftUI universal app, sentinel-based restart, ProcessManager @MainActor
Real-world feeds data_feeds/ Python uv, 20 async feed modules, bridge.py OSC fan-out (3 targets)
Data-only web data_only_viz/web/ Node Express :3211 + WS bidir bridge OSC, dashboard / map / control
Body mesh app launcher/AV-Live-Body/ Swift 6 + RealityKit, SMPL-X 10 475 verts, LowLevelMesh + wireframe
Multi-HMR worker data_only_viz/multi_hmr_worker.py PyTorch MPS, AVCaptureSession native, TCP sender :57130
Web standalone web_realart/ Node Express + ws, WebGPU three.js r171 + Web Audio + Hydra
Audio FFT oscope-of/src/AudioAnalyzer.{h,cpp} downsample + Hann + FFT 2048
3D models oscope-of/bin/data/models/ 27 PLY parametric meshes
Sprites oscope-of/bin/data/sprites/ 14 PNG OS logos + 5 SVG sources
Shaders oscope-of/bin/data/shaders/ 33 GLSL pairs (~65 files) frag+vert
Metal shaders data_only_viz/shaders/ .metal, runtime-compiled

OSC ports : scsynth :57110 · sclang :57121 · node web :57122 · oscope-of :57123 (source: oscope-of/bin/data/settings.json) · web_realart :57124 · http :3000.

License

GPL-3.0-or-later. See LICENSE.

Credits & homages

Built by L'Électron Rare (Clément Saillant). Greetings to all the live coders, the demoscene legends, the openFrameworks community, the SuperCollider community, the Saillans festival 2026 artists, and everyone keeping the phosphor alive.

The GREETINGS scroller in oscope-of/bin/data/sprites/greetings.txt is the soul of the project — edit it freely and make it yours.

*** Press 1-0 + F6-F10 to start a demoparty ***
*** Keep the scene alive — 1985 to ∞ ***
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Description
Audio-visual live performance monorepo : SuperCollider sound engine + openFrameworks Hantek oscilloscope visualizer + macOS SwiftUI launcher
Readme GPL-3.0 14 MiB
v0.1.0 Latest
2026-05-07 22:04:02 +00:00
Languages
SuperCollider 60.1%
Python 21%
Swift 5.5%
C++ 4.4%
JavaScript 4.3%
Other 4.5%