A node-based authoring tool for WebAR experiences. Users wire nodes (camera → tracker → anchor → view) in a Rete.js editor; the result is a plain JSON graph that a lightweight player executes with JsartoolkitNFT and a 3D engine of choice (Three.js or Babylon.js). The graph can be exported as a standalone app.
Status: prototype. The architecture is being validated: the graph format may still change between versions (older graphs are rejected, see Known issues). Nothing is published to npm.
npm install
npm run assets # camera_para.dat, pinball + kuva NFT datasets, test photo
npm run dev # studio at http://localhost:5173/, player at /player.htmlPick a demo (Three.js, Babylon.js, or multi NFT with pinball + kuva), click ▶ Run and point the camera at the printed markers. ⟳ Reload restarts the preview (Stop + Run), applying every param change; params marked ⚡ apply live without it.
ARControllerNFT tracks every NFT Dataset connected to its Datasets input
(loadNFTMarkers). Its markers output is the tracking result of all of them;
a Select Marker node picks one, by the dataset's name or by index, and
gives its pose, found, onFound, onLost and markerInfo to an Anchor.
Pose filters and found / lost state are kept per marker. Select Marker reads a
tracker-agnostic trackingResult, so a future webarkit.nftTracker will plug
into the same nodes.
npm test # unit + integration (Vitest)
npm run test:e2e # end-to-end (Playwright, Chromium); once: npx playwright install chromium
npm run bench # benchmarks (tinybench); npm run bench -- runtime | tracker
npm run test:all # typecheck + unit + integration + e2e| Level | What | Where |
|---|---|---|
| Unit | graph validation and topological order, socket types, catalog consistency, runtime scheduler (order, live params, init failures, stop during init) with fake nodes, One Euro filter, Select Marker, Inspector formatting, export file selection and asset paths | tests/unit |
| Integration | the tracker session (ArtkSession, the code the worker runs) against the Node build of JsartoolkitNFT on a photo holding both markers: getNFTData, two independent poses, found / lost once per marker, per-marker filtering, missing dataset |
tests/integration |
| End-to-end | the studio in Chromium with a fake camera: three demos tracking, onFound after loss, multi NFT, live settings, Reload, init error on the failing node, incompatible wires rejected; exported apps unzipped and run from a plain static server | tests/e2e |
The fake camera is a Y4M video generated in pure JS from the test photo
(tests/e2e/fake-camera.ts): the markers are visible 4 s, then hidden 2 s, in
a loop. It must be downscaled with a bicubic filter: a box filter softens the
fine detail enough for KPM to miss the kuva marker.
Benchmarks (Node 22, CI-class container; compare runs, not absolutes):
runtime.tick(), no-op nodes |
before | after (inputs resolved once) |
|---|---|---|
| 20 nodes / 19 edges | 8.7 µs | 1.3 µs |
| 80 nodes / 79 edges | 79.7 µs | 4.6 µs |
| 320 nodes / 319 edges | 789 µs | 18.8 µs |
ArtkSession.process(), 320×240, Node build |
mean |
|---|---|
| 1 marker, tracked (AR2) | 1.6 ms |
| 2 markers, tracked (AR2) | 3.5 ms |
| 2 datasets, nothing visible (KPM every frame) | 6.1 ms |
On devices, connect a Stats node to the controller's stats output and
enable Overlay on view: the exported app then shows render fps, tracking
fps, process() time and latency on the AR view.
CI (.github/workflows/ci.yml): typecheck, unit + integration, build, e2e on
every push / PR; benchmarks on pushes to main, in the job summary.
Export ▾ in the toolbar:
| Format | Content |
|---|---|
| Graph (.json) | the node graph only; re-import it in the studio |
| Standalone app (.zip) | player + graph + assets, runs on any static web server |
| jsartoolkitNFT source code (.zip) | planned: readable code generated from the graph |
The standalone app is the prebuilt player (npm run build:player, run
automatically by dev and build) plus graph.json and the files its nodes
reference: params marked asset in the catalog (camera parameters, NFT
datasets). Only the chunks the graph uses are included: a Three.js graph
leaves out Babylon.js, a SIMD controller leaves out the standard build
(manifest written by vite.player.config.ts). Asset URLs inside the studio
keep their path; others are copied under data/_ext/ and the graph is
rewritten.
pinball-nft-three-js/
index.html graph.json README.txt
assets/ player, three-adapter, jsartoolkit-nft worker, ARToolkitNFT_simd
data/ camera_para.dat, DataNFT/pinball.{iset,fset,fset3}
Serve it with npx serve . or python3 -m http.server. The host must answer
404 for missing files (see Known issues).
Camera access requires a secure context: localhost works; on a phone use
HTTPS or adb reverse tcp:5173 tcp:5173.
┌──────────────── GraphDocument (JSON) ────────────────┐
│ nodes: [{id, type, params, position}] │
│ edges: [{from:{node,port}, to:{node,port}}] │
└───────────────▲───────────────────────┬──────────────┘
load / toDocument │ │ validateGraph + topologicalOrder
┌───────────────────────────┴─────┐ ┌─────────────▼──────────────────────────┐
│ Editor (Rete.js + lit-html) │ │ Runtime / player (no Rete) │
│ - StudioNode = view of catalog │ │ - NODE_REGISTRY: type → factory │
│ - typed sockets, validation │ │ - init() once, update() every frame │
└───────────────┬─────────────────┘ └─────────────┬──────────────────────────┘
└──────── Node catalog (ports + params, no heavy deps) ┘
Key decisions:
- The JSON graph is the source of truth. The editor is a view over it, the player only reads it. The player bundle contains no Rete code.
- Catalog and implementation are split.
src/nodes/catalog.tsdescribes ports and parameters (pure data, shared by editor and runtime).src/runtime/registry.tsmaps each type to its implementation. - The runtime has its own tiny scheduler (topological order,
initthen per-frameupdate) instead ofrete-engine: AR needs a frame loop with async setup and stateful nodes, which the Rete dataflow engine does not model, and it would tie the player to Rete. - Tracking runs in a Web Worker, one per controller node, as JsartoolkitNFT
recommends. Frame preparation and projection rescaling follow the upstream
threejs_worker_ES6.jsexample. - Rendering with lit-html. Rete maintains renderers only for React, Vue,
Angular and Svelte;
src/editor/lit-render-plugin.ts(~200 lines) implements the same render contract with lit-html. - Renderer → Scene → objects. A renderer node (
three.renderer,babylon.renderer) is only the engine and its canvas. A Scene node, connected to it, is where Primitive, Light and Marker Anchor create their objects (Babylon.js requires a scene at creation time). AR View draws a scene through an AR Camera fed by the tracker projection. Switching engine = rewiring one node. Each engine is loaded with a dynamic import. Creation context (sceneinput) and hierarchy (Anchor.children,AR View.objects) are separate wires, which keeps the graph acyclic. - Slots on the controller. Optional
filterandsettingsinputs. Their nodes output serialisable values that the controller forwards to its worker; an empty slot means library defaults / raw poses. - Live params. Params marked ⚡ (
livein the catalog) reach the running graph without restarting; the others apply on the next Run. A live change on the Settings node becomes a new settings value, the controller sees it and sends aconfiguremessage to its worker. - Events are values. An event output carries
{count, time, data}and a new object each time it fires; consumers detect it by reference.onFound/onLostcome from thegetNFTMarker/lostNFTMarkerlisteners in the worker (getNFTMarkerfires on every tracked frame, soonFoundis its rising edge;lostNFTMarkerfires once after a 200 ms grace period).
Node types are <namespace>.<name>, with the wrapped library as namespace:
jsartoolkitNFT.controller, three.renderer, babylon.renderer. Built-ins
use generic namespaces (source.*, filter.*, scene.*, output.*).
webarkit.* is reserved for the webarkit/webarkit packages, so a future
webarkit.nftTracker (@webarkit/nft-tracker) cannot be confused with the
JsartoolkitNFT controller. Library-specific data has its own socket type
(artkCameraParams, artkNftDataset), so it cannot be wired into another
library's node.
Every adapter follows the same conventions: millimetres, marker on the XY plane with +Z out of it, column-major 4x4 matrices, camera at the origin looking down −Z with the AR Camera projection. Babylon.js runs in right-handed mode so ARToolKit poses apply unchanged. Objects remember the scene that created them: wiring an object into a node of another scene (or engine) fails at init with a clear error.
The scene root is camera space (the camera is the origin; marker poses
are relative to it). A Light left unconnected, or wired to AR View, stays
there and lights the scene from the viewer. Wired to a Marker Anchor's
children, it follows the marker and lights from above it (+Z of the
marker). The adapters hide engine differences: Three.js derives a hemisphere
light's direction from its world position, and Babylon.js ignores a
hemispheric light's parent, so both are re-oriented from the parent each
frame. Intensities use the Three.js scale; Babylon scales them down.
init(inputs)runs once per node in topological order; inputs are the init-time outputs of upstream nodes (camera opened, WASM loaded, dataset parsed…).update(inputs, frame)runs everyrequestAnimationFrame, in the same order. Nodes return only the ports that changed.- Inputs declared
multiplereceive an array (e.g.Anchor.children,AR View.objects). onParamChange(key, value)runs when a live param is edited during the preview; it may return changed outputs.- Nodes can report text to the studio (
ctx.report), shown inside the node: the Inspector uses it, and init errors are shown on the failing node.
src/
core/ graph.ts (format, validation, topo sort), sockets.ts (type system)
nodes/ catalog.ts — node definitions (metadata only)
editor/ Rete setup, StudioNode, lit-html render plugin
runtime/ GraphRuntime, registry, node implementations
trackers/ ArtkSession: JsartoolkitNFT tracking logic, shared by worker and tests
filters/ pose filters (One Euro via @webarkit/oneeurofilter-ts)
renderers/ RendererAdapter + Three.js / Babylon.js adapters
workers/ JsartoolkitNFT worker
app/ studio.ts (editor + live preview), player.ts (standalone)
export/ exporters (graph JSON, standalone app bundle)
public/graphs/ pinball-three.json, pinball-babylon.json, multi-three.json
scripts/ fetch-assets.mjs
tests/ unit/, integration/, e2e/, bench/, helpers/
vite.player.config.ts standalone player build (→ public/__player, + manifest)
Planned split once the format stabilises (npm workspaces):
@webarkit/studio-graph (core + catalog), @webarkit/studio-runtime,
@webarkit/studio-editor, apps/studio.
| Type | Status | Inputs → Outputs |
|---|---|---|
source.camera |
✅ | → video |
jsartoolkitNFT.cameraParams |
✅ | → artkCameraParams |
jsartoolkitNFT.dataset |
✅ | → artkNftDataset |
jsartoolkitNFT.settings |
✅ ⚡ | → artkSettings (continuous detection, detection interval, log level, near / far) |
jsartoolkitNFT.controller |
✅ | video, cameraParams, datasets[], settings?, filter? → markers, onFound, onLost, projection, cameraMatrix, stats |
tracking.selectMarker |
✅ ⚡ | markers → pose, found, onFound, onLost, markerInfo |
jsartoolkitNFT.nativeFilter |
✅ | → poseFilter (ARToolKit setFiltering) |
filter.oneEuro |
✅ | → poseFilter (@webarkit/oneeurofilter-ts) |
three.renderer |
✅ | → renderer |
babylon.renderer |
✅ | → renderer |
scene.scene |
✅ | renderer → scene |
scene.arCamera |
✅ | projection → camera |
scene.light |
✅ | scene → sceneObject (directional / hemisphere / ambient) |
scene.primitive |
✅ | scene → sceneObject |
scene.anchor |
✅ | scene, pose, found?, markerInfo?, children[]? → sceneObject |
output.arView |
✅ | scene, camera, video, objects[]? → |
debug.inspector |
✅ | any → (value shown in the node) |
debug.stats |
✅ ⚡ | stats? → (fps, process ms, latency; optional overlay on the AR view) |
source.videoFile / source.image |
planned | → video (testing without a camera) |
jsartoolkitNFT.datasetZft |
planned | → artkNftDataset (.zft) |
jsartoolkitNFT.controller threaded build (/td) |
planned | needs COOP/COEP headers |
webarkit.cvBackend |
planned | → cvBackend (jsfeatNext / PureCV, @webarkit/cv-backend-spec) |
webarkit.target |
planned | → wnftTarget (.wnft) |
webarkit.nftTracker |
planned | video, cvBackend, target, filter? → pose, found, … |
filter.ema, filter.kalman |
planned | → poseFilter |
scene.gltf, scene.text, scene.video |
planned | scene → sceneObject |
| AR Camera near / far override | idea | renderer-side override, for trackers that do not own their planes |
playcanvas.renderer, aframe.renderer |
idea | → renderer |
logic.and / not / timer / toggle |
planned | boolean / event |
action.playAnimation / playSound / openUrl |
planned | event → |
debug.featurePoints |
planned | → overlay |
? = optional input, [] = accepts several connections, ⚡ = live params.
Required inputs are checked before running.
| ARControllerNFT | In the graph |
|---|---|
initWithDimensions, loadNFTMarkers, trackNFTMarkerId, process |
inside the controller node (one per dataset) |
setContinuousDetection, setDetectionInterval, setLogLevel |
Controller Settings (live) |
setFiltering |
Native Filter in the filter slot |
getNFTData |
markerInfo (via Select Marker) |
getCameraMatrix |
cameraMatrix output (raw) and projection (letterbox-corrected), both rebuilt live when near / far change |
addEventListener('getNFTMarker' / 'lostNFTMarker') |
markers (pose, found, onFound, onLost per marker), controller onFound / onLost for any marker |
setProjectionNearPlane / FarPlane, recalculateCameraLens (1.14.0, #706) |
Controller Settings near / far (live); the lens is also rebuilt once at load (see notes) |
setThreshold(Mode), setImageProcMode, setDebugMode, getProcessingImage |
not exposed: deprecated in 1.14.0 (#707), they act on the labeling stage that NFT tracking never runs |
- Hosting must return 404 for missing files: JsartoolkitNFT's
Utils.checkZFT()probes<marker>.zftwith a synchronous XHR and treats any HTTP 200 (such as an SPAindex.htmlfallback) as a compressed dataset. The Vite config setsappType: 'mpa'for this reason. - Each JsartoolkitNFT build embeds its WASM (~730 kB); the worker loads only the selected one (SIMD or standard) through a dynamic import.
- Lazy chunks: Three.js adapter ~530 kB, Babylon.js adapter ~790 kB (deep
imports from
@babylonjs/core; the barrel import would be ~5 MB). @webarkit/oneeurofilter-tsfixesdCutOffat 0.001 (no constructor argument), so the One Euro node exposes min cutoff, beta and warm-up only.- Graph format is
webarkit-studio/graphv4; older versions are rejected, the studio falls back to the demo. Graphs saved by the prototype under its former name (webar-studio/graph) still load, and so does its last autosave. - The browser and Node builds of JsartoolkitNFT take different inputs in
process(): ImageData vs. a raw RGBA array (seetests/helpers/artk-node.ts). @webarkit/oneeurofilter-tshas noexportsmap: Node resolves its CommonJS build, where the class is on the default export (src/runtime/filters/pose-filter.tshandles both).- JsartoolkitNFT ≥ 1.14.0 is required (
recalculateCameraLens(), #706).ARControllerNFT._initialize()still caches the lens before setting its default planes, so right after initgetCameraMatrix()is built with the core's near 0.0001 whilegetProjectionNearPlane()reports 0.1.ArtkSessionalways callsrecalculateCameraLens()after load, and again when near / far change (the setters only store the values). - Near / far are in marker units (mm). Controller Settings defaults to 10 mm / 10 m; without a settings node the library planes (0.1 / 1000) are used, so content farther than 1 m from the camera is clipped.
- JsartoolkitNFT: the AR2 tracking knobs (
ar2SetTrackingThresh,ar2SetSimThresh,ar2SetSearchFeatureNum, template sizes) are still hard-coded inARToolKitNFTCore::setupAR2(). Proposal for a data-oriented API: jsartoolkitNFT#720 (docs/proposals/).
Phase 1 — Foundation (this prototype)
- Graph format v1 + validation
- Rete editor with typed sockets and a lit-html renderer
- Runtime + standalone player
- JsartoolkitNFT controller node (worker, SIMD/standard)
- Provider-namespaced node types,
webarkit.*reserved - Renderer abstraction: Three.js + Babylon.js
- Pose filter slot: One Euro, ARToolKit native
- Renderer / Scene / AR Camera split, Light node
- Controller settings slot with live
configure -
markerInfo/cameraMatrixoutputs, Inspector node -
onFound/onLostevents - Lights in camera or marker space
- Reload button
- Export: standalone app bundle (only the engines and builds the graph uses)
- Multi NFT: several datasets per controller, Select Marker, per-marker filters and events
- Tests (unit, integration with the Node build, e2e with a fake camera), benchmarks, CI
- Stats node; runtime input plan (7–42× faster per frame)
- jsartoolkit-nft 1.14.0: live near / far via
recalculateCameraLens() - Data-oriented tracker facade in JsartoolkitNFT (see
docs/proposals/)
Phase 2 — Authoring
- Inspector panel (Tweakpane) for complex params, undo/redo (
rete-history-plugin) - Context menu / search to add nodes, minimap, auto-arrange
- Asset manager: upload images and datasets, glTF models
Phase 3 — Logic & publishing
- Logic and action nodes consuming events
- Export: readable jsartoolkitNFT source code (code generation, Three.js first)
- Deploy: publish the bundle to GitHub Pages from the studio
- Graph format migrations (
versionfield)
Phase 4 — WebARKit integration
-
webarkit.*nodes on @webarkit/nft-tracker, cv-backend-spec backends and.wnfttargets - In-editor NFT dataset generation from an uploaded image
WebARKit Studio is a rewrite, not a continuation of the existing code. It replaces WebAR-Studio, a fork of arStudio built on webglstudio.js, which stays available for reference. None of its code is reused here.
It is a separate project from AR.js Studio, which creates AR.js marker-based apps without a node editor.
See CONTRIBUTING.md. Pull requests target dev; master is
for releases.
LGPL-3.0-or-later. Copyright 2026 WebARKit.