How i-am-paradox/stark-holographic-hud works
The root README describes a browser-based hand-tracking particle HUD, launched from hand_tracking.html. Its documented workflow is camera capture, gesture recognition, then particle-field control, with manual HUD controls as an alternate input. The HTML implementation was not sampled, so the graph reflects documented capabilities and does not assert internal call wiring. The separate FFCT/ React foundation site is present in the tree but is not the product described by the root README.
Main entry points: hand_tracking.html Arc controls
Components 15
HUD Experience
- HUD app
hand_tracking.html - Boot sequence
hand_tracking.html - Arc controls
hand_tracking.html
Gesture Control
- Camera
- Hand tracking
hand_tracking.html - Gesture recognition
hand_tracking.html - Gesture controls
hand_tracking.html - Manual controls
hand_tracking.html - Shape selection
hand_tracking.html - Wavelength control
hand_tracking.html - Density control
hand_tracking.html - MediaPipe Hands
Particle Display
- Particle field
hand_tracking.html - Three.js renderer
Other components
- HUD user
Connections 17
- HUD user → HUD app: opens
- HUD app → Boot sequence: starts
- HUD app → Arc controls: presents
- HUD app → Hand tracking: initializes
- Camera → Hand tracking: provides video
- Hand tracking → MediaPipe Hands: tracks hands
- Hand tracking → Gesture recognition: supplies landmarks
- Gesture recognition → Gesture controls: identifies gestures
- HUD user → Arc controls: selects controls
- Arc controls → Shape selection: selects formation
- Arc controls → Wavelength control: adjusts color
- Arc controls → Density control: sets scale
- Gesture controls → Particle field: changes scale
- Shape selection → Particle field: changes formation
- Wavelength control → Particle field: sets color
- Density control → Particle field: sets scale
- Particle field → Three.js renderer: renders in 3D