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',                          // 'gesture' | 'detect' | 'pose'
  camera: { facingMode: 'user' },             // 'user' (front) | 'environment' (rear)
  onFps:  (fps) => { hud.textContent = `${fps} FPS`; },
  onGesture: (name) => playRound(name),       // gesture task: one event per deliberate throw
  onResult: (result, kind) => { /* raw per-frame result - see shapes below */ },
});

vision.gesture();                  // ...or ASK what the hand is holding right now (or null)
await vision.switchTask('pose');   // swap model, camera keeps running
await vision.flipCamera();         // front <-> rear
vision.stop();                     // release camera + free GPU memory

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();   // 'Closed_Fist' | 'Open_Palm' | 'Victory' | ... | null
vision.resetGesture();             // drop the hold before the next round

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

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').