longpipe 0.0.12 → 0.0.14
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +78 -10
- package/dist/index.cjs +6942 -2363
- package/dist/index.d.cts +85 -1
- package/dist/index.d.ts +85 -1
- package/dist/index.js +6942 -2363
- package/package.json +1 -1
package/README.md
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@@ -16,6 +16,7 @@ Try the live demo: [longpipe.dev/demo](https://longpipe.dev/demo)
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- **Support across browsers:** Works on every browser, simplifying dozens of browser inconsistencies in one simple API.
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- **Performance:** Longpipe was built from the ground up to work as well on 10-year-old netbooks as it does on the latest MacBook Pro.
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- **Adaptivity:** Longpipe has several model variants (xl to xs), auto-selecting to provide the best quality while maintaining 30 fps.
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- **Effects that compose:** virtual backgrounds, skin touch-up, and auto-reframe all run together off a single shared encoder pass — enabling one doesn't cost you another inference.
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- Built by the founder of [Vectorly](https://www.crunchbase.com/organization/vectorly), a commercial effects SDK acquired in 2021. A ground-up redesign for the WebGPU era, with years of production lessons baked in.
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## Install
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const pipeline = new EffectsPipeline(inputStream, {
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background: 'blur',
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audio: 'denoise'
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})
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videoEl.srcObject = pipeline.stream // available immediately
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new EffectsPipeline(stream, { preset: 'quality' }) // xl model
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```
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`'auto'` runs a microbenchmark at init and picks the largest preset that fits the per-frame budget on the current device. While `'auto'` is in effect an adaptive controller polls FPS / model time and swaps preset up or down as conditions change. Explicit preset choices (`'fast'`, `'balanced'`, `'quality'`, or a manual config) are always respected and never auto-overridden.
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`'auto'` runs a microbenchmark at init and picks the largest preset that fits the per-frame budget on the current device, **topping out at `large`** — `xl` is the explicit opt-in flagship (`'quality'` or a manual config). While `'auto'` is in effect an adaptive controller polls FPS / model time and swaps preset up or down as conditions change. Explicit preset choices (`'fast'`, `'balanced'`, `'quality'`, or a manual config) are always respected and never auto-overridden.
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You can also pass a manual config:
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```ts
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new EffectsPipeline(stream, {
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preset: { model: 'large', dtype: 'f32', resolution: { w: 640, h:
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preset: { model: 'large', dtype: 'f32', resolution: { w: 640, h: 400 }, skipFrames: 0 },
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})
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```
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```ts
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new EffectsPipeline(stream, {
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background: 'blur',
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touchup: { strength: 0.6 }, // skin smoothing; omit to disable
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reframe: true, // auto-frame the subject; omit to disable
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preset: 'auto',
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adaptive: true, // default; only applies when preset is 'auto'
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audio: 'denoise', // 'passthrough' | 'drop' | 'denoise' | { denoise: {...} }
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## Self-hosting weights
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By default Longpipe fetches model weights from `https://cdn.longpipe.dev/models/v/0.0.
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By default Longpipe fetches model weights from `https://cdn.longpipe.dev/models/v/0.0.5/`. You can browse the available files, sizes, and SHA-256 hashes at [cdn.longpipe.dev/models/v/0.0.5/index.html](https://cdn.longpipe.dev/models/v/0.0.5/index.html) (machine-readable list at [manifest.json](https://cdn.longpipe.dev/models/v/0.0.5/manifest.json)).
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To serve them yourself, mirror the files under any base URL with the same `model_${name}.bin` naming convention and pass it via `weightsBaseUrl`:
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})
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```
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If you use touch-up, three more files must sit alongside the tier weights — they're fetched from the same base URL the first time the effect is enabled: `model_landmark_mesh.bin` (and `.f16.bin`), `face_topology.json`, and `weight_mask.png`. Miss these and matting still works, but touch-up fails to enable. Auto-reframe needs nothing extra.
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## Browser support
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Works on Chromium (Chrome, Edge), Firefox, and Safari (desktop and iOS). WebGPU is used when available; WebGL2 is the fallback. Longpipe picks the optimal video frame transport for each browser internally — `MediaStreamTrackProcessor`, `transferControlToOffscreen` + `captureStream`, or an `ImageBitmap` shuttle as universal fallback — all invisible to the caller.
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## Face touch-up
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UV-space skin smoothing (the "beautify" filter). It runs **in parallel with any background effect** — both features share one encoder pass per frame, and the retouched frame feeds the background compositor.
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```ts
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new EffectsPipeline(stream, {
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background: 'blur',
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touchup: { strength: 0.6 }, // presence enables it
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})
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await pipeline.setTouchup({ strength: 0.8, style: 'bilateral' }) // live update
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await pipeline.setTouchup(null) // disable
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```
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```ts
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interface TouchupOptions {
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strength?: number // 0..1 — blend of smoothed skin over original (default 0.6)
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amount?: number // smoothing radius (default 8)
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detail?: number // high-frequency (pore texture) keep — freq-sep only (default 0.35)
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style?: 'freq-sep' | 'bilateral' // default 'freq-sep'
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}
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```
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How it works: a 5-point face-keypoint head rides the matting encoder (no second encoder pass); its heatmaps are decoded on the GPU into a face box; a 478-point landmark model runs on the face crop; the face is unwrapped into a pose-independent UV atlas, smoothed there, and composited back through a per-region weight mask. Eyes, brows, and lips are protected and stay pixel-exact; `'freq-sep'` smooths while keeping pore-level texture, `'bilateral'` is a stronger edge-preserving filter. The whole chain is GPU-resident — no per-frame readback.
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On first enable the landmark weights (`model_landmark_mesh.bin`, ~2.6 MB) and two small static assets are fetched from `weightsBaseUrl`, then cached; parameter updates are instant. With no face in frame the effect passes through cleanly.
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Everyone in frame gets smoothed — up to **four faces** on the `medium`, `large` and `xl` presets. (`small` and `xs` decode keypoints on a coarser grid that can't reliably separate a second face, so they smooth one.) There's no per-face API and nothing to configure; the faces share a single atlas, so the smoothing passes run once regardless of how many people are in shot.
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## Auto-reframe
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Crop and zoom the output so the subject is framed — the "centre stage" behaviour from Meet, Zoom and Teams. It rides the same face keypoints as touch-up, so it needs **no extra model and no extra assets**: turning it on costs a crop, not an inference.
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```ts
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new EffectsPipeline(stream, { reframe: true }) // auto-follow, all defaults
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new EffectsPipeline(stream, { reframe: { auto: false } }) // solve once, then freeze
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await pipeline.setReframe({ zoom: 1.6 }) // enable / update live
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await pipeline.reframe() // manual mode: re-solve now
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await pipeline.setReframe(null) // disable
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```
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```ts
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type ReframeConfig = boolean | ReframeOptions
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interface ReframeOptions {
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zoom?: number // crop = frame / zoom (default 1.35; relaxes toward 1 as needed)
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gravity?: number // 0..1 pull toward the subject (default 0.5; 1 would centre it exactly)
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margin?: number // keep-out space around the face (default 0.04)
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auto?: boolean | { deadband?: number; ease?: number } // default true
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}
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```
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Two modes, because apps ship both. **auto** (default) follows the subject with a deadband — it holds still, makes a deliberate move when they've actually gone somewhere, then holds again; continuous tracking reads as swimming, because a head moves constantly even when a person doesn't. **manual** (`auto: false`) frames once and freezes until you call `pipeline.reframe()` — the mode for a reframe button in your own UI.
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The crop must stay inside the frame *and* contain the subject, which has a useful consequence: if you sit hard in a corner, auto-reframe does nothing at all, because containing you would need a crop the size of the whole frame. That falls out of the constraints rather than being a special case, and it matches what the commercial implementations do.
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It reframes **you**, not your background: with a virtual background the image stays put while you zoom (it's a backdrop behind you, not part of the shot), while a *blurred* background reframes with you, since that is your real room. Neither needs configuring. Auto-reframe frames one subject — the largest face — and the choice is sticky, so two people side by side won't make the camera flip back and forth. That's the opposite of touch-up, which smooths everyone: framing is a choice about whose shot it is; smoothing isn't.
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## How it works
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Two layers:
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- **Model** (`src/model/`) —
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- **Model** (`src/model/`) — a shared EfficientNet-Lite encoder (lite0; lite3 on the `xl` tier) feeding multiple heads: a U-Net matting decoder (sharpened at higher resolution by a lightweight U-Net *wrapper*), a 5-point face-keypoint head (drives touch-up and auto-reframe), and a small optical-flow head that provides temporal stability — the renderer warps the previous outputs along the predicted flow and blends them through a flow-gated stabilizer, so the matte is steady without any recurrent state in the network. A separate 478-point landmark model runs on the detected face crop. Written as TypeScript op classes — each layer is a class; weights load as binary tensors at init; the backend (WebGPU or WebGL2) is injected at construction. BatchNorm is fused into conv weights at export — there is no BN op at inference.
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- **Pipeline** (`src/pipeline/`) — capability detection, per-browser frame transport selection, worker spawn, audio passthrough, autotune, and the adaptive controller. Designed to absorb the browser/codec/canvas plumbing complexity so consumers don't have to.
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Five trained presets cover the hardware range. "Resolution" is the model's working (canvas) resolution; the encoder runs at a lower internal resolution and the U-Net wrapper refines back up to this.
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| Preset | Resolution | Encoder | Decoder | Skip frames |
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|--------|------------|--------------|----------|-------------|
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| xl | 1280×
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| large | 640×
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| medium | 512×
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| small | 384×
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| xs | 384×
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| xl | 1280×768 | full (lite3) | 2× ch | 0 |
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| large | 640×400 | full (lite0) | standard | 0 |
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| medium | 512×320 | full (lite0) | standard | 1 |
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| small | 384×224 | small | standard | 1 |
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| xs | 384×240 | small | standard | 2 |
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`Skip frames` is how many input frames the model sits out between runs — the compositor still renders every frame using the most recent alpha matte. Autotune picks one of these at init based on a microbenchmark of the actual network on the actual device.
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- [x] Background segmentation / virtual backgrounds
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- [x] Background noise removal (audio, separate pipeline)
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- [
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- [x] Face landmarks + touch-up
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- [x] Multi-face support
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- [x] Auto-reframe
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- [ ] AR effects
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- [ ] Lighting correction
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