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Co-authored-by: hmthanh <8927701+hmthanh@users.noreply.github.com> Agent-Logs-Url: https://github.com/openhuman-ai/realistic-render-engine/sessions/d07721e8-4ffb-46f0-8203-539f7408286e
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[WIP] Implement real-time animation and streaming playback system
feat(PR#6): WebSocket/HTTP streaming playback, jitter buffer, embed API + PR#5 FACS slider panel
Mar 23, 2026
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Implements real-time animation streaming via WebSocket/HTTP binary protocol with a jitter buffer, wires the
human.streamingSDK namespace, adds a streaming demo page, and completes the unfinished PR#5 FACS slider panel.StreamingAnimationPlayer(src/animation/StreamingAnimationPlayer.js)connect(),disconnect(),injectFrame()(test injection),getInterpolatedPose(),setSmoothingAlpha(),setTargetDelay(),stats; events:connect,disconnect,data,error,drop,reconnectingSDK wiring (
src/sdk/OpenHuman.js)human.streamingnamespace replacing stubs:connect,disconnect,onData,getInterpolatedPose(auto-applies FACS→MorphController, joints→Skeleton),stats,setTargetDelay,playerstreaming:*on the instance viahuman.on()StreamingAnimationPlayer,encodeFrame,STREAM_TYPE_WS/HTTPStreaming demo (
demo/streaming.html)MockStreamSource) — animates 3 joints + 52 FACS at 30 FPS with no external server; uses publicinjectFrame()Reference server (
demo/streaming-server.js)wsserver broadcasting synthetic frames at 30 FPS onws://localhost:8765FACS slider panel — PR#5 completion (
demo/index.html)MorphController.set()Original prompt
Create PR #6 for openhuman-ai/realistic-render-engine implementing real-time animation/WebSocket/HTTP streaming playback system, jitter buffer, and expose embed/streaming API, plus complete unfinished PR #5 task (FACS slider panel HTML/CSS in demo).
Scope (PR #6):
Constraints:
Acceptance:
The following is the prior conversation context from the user's chat exploration (may be truncated):
User: @copilot Accepted Confirmation: Confirm agent session
Assistant: Started — PR #3 is now in progress.
You can track it here:
User: Let continue to fix PR #3.
Assistant: Done — I’ve sent the continuation/fix request for PR #3 and resumed work on the deferred pipeline issues (G-buffer, PBR/IBL, shadows, ACES, and demo stability) on
openhuman-ai/realistic-render-engine(main).User: @copilot Accepted Confirmation: Confirm agent session
Assistant: Great — I’ve continued the PR #3 fix pass and queued focused fixes.
Track progress here:
User: #PR3 still not work, Let continue to fix by following list guide, [x] is already complete, [ ] is not complete yet. Let complete all unfinish task following:
src/core/RenderTarget.js— add depth-texture support (for shadow maps)src/renderer/ShadowMap.js— depth FBO, orthographic light matrix, shadow pass, PCFsrc/renderer/PostProcessStack.js— fullscreen quad, ACES tonemapping shader, pass chainsrc/renderer/DeferredRenderer.js— G-buffer MRT, geometry pass (static+skinned), PBR lighting pass, IBL (BRDF LUT + fallback), ACES post-processsrc/sdk/OpenHuman.js— wire DeferredRenderer + ShadowMap,setExposure,setEnvironmentdemo/index.html— deferred path labels, exposure slider, shadow/IBL/ACES togglesAssistant: Continuing PR #3: All remaining deferred pipeline tasks (shadows, ACES, G-buffer, demo controls, and SDK wiring) are being implemented and fixed as scoped.
You can track the working session as updates land for each checklist item.
User: @copilot Accepted Confirmation: Confirm agent session
Assistant: I’m now continuing to fix PR #3 and will complete all remaining checklist items for the deferred pipeline, as described.
Track the full progress here:
User: Continue with four PR:
PR #4: SSS + eye + hair
Assistant: Started PR #4: SSS, eye shader, and hair shader are being implemented on openhuman-ai/realistic-render-engine (main branch), with all demo and SDK API controls to follow the MVP plan.
Track your task progress here: