| name | web-vision-mediapipe |
| description | Use when the user wants an app that sees through the camera - gesture recognition, body/pose tracking, object detection - running on-device in the browser, including on phones, with no server and no API keys. The Gipity web-vision kit and camera starter app. |
Gipity required. This skill needs the gipity CLI linked to a project. If gipity status errors or shows no project, run the setup flow in the gipity skill first (in Claude Code or Grok: /gipity:setup; in Codex or any other agent, follow the gipity skill's setup steps directly).
This doc is shared across Gipity surfaces; where it names an agent tool, use the CLI equivalent: add → gipity add <name>, file_write/file_read/file_delete → edit files in the project directory directly (they auto-sync), project_deploy → gipity deploy dev, code_execute → gipity sandbox run. The live version of this doc: gipity skill read web-vision-mediapipe.
Browser Vision (MediaPipe)
web-vision-mediapipe is a kit - a reusable building block added into an existing web app. It wraps Google MediaPipe Tasks so an app can read the camera and run gesture recognition, body pose, or object detection entirely in the browser.
On-device: no server, no upload, the camera stream never leaves the device. Inference is WASM + WebGL-accelerated. Web only - it needs getUserMedia, WASM, and a canvas, so it runs only on HTTPS or localhost.
Two ways in
Start a fresh camera app - add the web-vision-cam starter: a fullscreen camera app that already switches between gesture, object, and pose detection with a live FPS readout, kit pre-installed:
add name=web-vision-cam title="..."
Add vision to an existing web app - install the kit into it:
add name=web-vision-mediapipe
This copies the kit to src/packages/web-vision-mediapipe/ and wires the import map in src/index.html (the kit specifier plus @mediapipe/tasks-vision). There is no deploy phase - it is pure client-side, so a plain static app needs nothing else.
Using the kit
The whole job is two elements - a <video> for the camera and a <canvas> overlaying it - plus one call:
import { mountVision } from '@gipity/web-vision-mediapipe';
const vision = await mountVision({
video: document.querySelector('video'),
canvas: document.querySelector('canvas'),
kind: 'gesture',
camera: { facingMode: 'user' },
onFps: (fps) => { hud.textContent = `${fps} FPS`; },
onGesture: (name) => playRound(name),
onResult: (result, kind) => { },
});
vision.gesture();
await vision.switchTask('pose');
await vision.flipCamera();
vision.stop();
mountVision runs the camera, the inference loop, and the overlay drawing. Also on the handle: resetGesture(), detectFrom(source), setCamera(), hasMultipleCameras(), currentTask(), currentFacingMode(), currentMirror().
For a custom loop, compose the low-level exports instead: createTask, startCamera, createLoop, draw, fitCanvas, clearCanvas. See src/packages/web-vision-mediapipe/examples/ and its README.md.
Reading gestures - push or pull
Don't act on the raw per-frame label. The model re-classifies ~30x a second and a hand mid-throw passes through several labels, so an app built straight on onResult fires on noise. The kit ships a commit gate that settles it, readable two ways:
Push - onGesture(name) fires once, on the frame the pose settles, and not again until the hand changes. Right for "do a thing when the user throws a gesture": a shortcut, a menu pick, a shutter.
Pull - vision.gesture() returns what the hand is holding right now, once it has been held steady for holdMs - or null. Right for anything on the app's own clock; a "3, 2, 1, shoot!" countdown samples it at shoot:
const thrown = vision.gesture();
vision.resetGesture();
Don't cache push events and read them as pull. onGesture deliberately won't re-fire while the hand is unchanged, so a player who throws rock two rounds running would score round two off a stale event. On a clock, pull.
Tune both with gestureHold: { holdMs = 500, minScore = 0.5, hand = 0 }. For a custom loop, GESTURES (the recognised list) and gestureName(result) (dig the label out of one raw result, None and sub-threshold scores included) are exported too.
Tasks and result shapes
kind selects the model. Each onResult / task.detect() value is the native MediaPipe result:
kind | Detects | Key fields |
|---|
gesture | Hands + recognised gesture | result.gestures[hand][0] → { categoryName, score }; result.landmarks[hand] → 21 points |
detect | The 80 COCO object classes | result.detections[] → { boundingBox, categories: [{ categoryName, score }] } |
pose | Body skeleton | result.landmarks[person] → 33 points { x, y, z, visibility } |
Recognised gestures: Thumb_Up, Thumb_Down, Open_Palm, Closed_Fist, Victory, Pointing_Up, ILoveYou. An unrecognised pose is reported as the literal category None, not an empty list - the gesture API above already turns that (and anything under minScore) into null, so only raw onResult consumers need to handle it. For a game: rock = Closed_Fist, paper = Open_Palm, scissors = Victory.
Notes and common mistakes
- Gesture is the strong task. Object detection uses EfficientDet-Lite - fast but modest accuracy. Good for a demo; do not promise production-grade detection. For high-accuracy detection, counting, or custom classes, use the
web-vision-detect kit (YOLOX) instead.
- The canvas must overlay the video at the same on-screen size. The kit sizes the canvas backing store to the camera frame; CSS
object-fit: cover on both keeps the overlay aligned. A front camera reads naturally with transform: scaleX(-1) on both.
- Mount on page load, not behind a click. The WASM runtime and the model start downloading the moment the module is imported, so that multi-MB fetch finishes while the user is still looking at the camera permission prompt. Keep an "Enable camera" button as the retry path for a browser that insists on a tap first - it simply rejects, and the gate stays up (this is what the
web-vision-cam starter does). Gating the first mount behind a click throws away the overlap and blocks the headless check below. A secure origin is non-negotiable, though: getUserMedia fails on plain HTTP, so deploy over HTTPS.
- Verify it with a real camera -
--camera plays a picture as the webcam. The kit publishes its own state for exactly this: <html data-vision="loading|ready|error|stopped"> and the live handle on window.__vision. So a headless check reads the deployed app's real camera → inference → gesture path with no webcam, no click, and no app-specific test hook:
gipity page eval <url> --camera ./fist.jpg --wait-for '[data-vision="ready"]' --wait-timeout 20000 "window.__vision.gesture()" # -> 'Closed_Fist'
gipity page screenshot <url> --camera ./fist.jpg --wait-for '[data-vision="ready"]' # see the round play out
Wait on [data-vision="ready"] (first frame drawn) rather than guessing a fixed --wait. Give it room on a cold load - the model download lands on that first frame, and page eval's --wait-timeout defaults to only 5s (max 30s; page screenshot already defaults to 15s). A plain page load with no --camera lands on data-vision="error" - that is the app working, not a bug. Don't add your own debug hooks on window to test this (app-debugging) - window.__vision is the kit's own API surface, already there, and it's all you need. No hand photo around? gipity generate image "photo of a closed fist, plain background". To ask whether the model sees a fist in a picture, with no camera and no app wiring in the way: await vision.detectFrom('/fixtures/rock.png').
- One
detect() per frame. Timestamps must strictly increase; mountVision/createLoop already handle this. Do not call task.detect() twice for the same frame.
- First use downloads the model (~3-8 MB) from Google's CDN, then it is browser-cached - expect a short delay on the first frame of each task.
- License: MediaPipe and its default models are Apache-2.0 - free for commercial use, no copyleft obligation on the app.