Real-time AI vision, rendered on the Metal GPU β 100% on-device.
SwiftUI Β· Metal 3 Β· Vision Β· Mossfire Dusk Design System
βAI That Respects Privacy.β Every pixel is processed on the Neural Engine and GPU. Zero cloud, zero telemetry, zero compromise.
| π― Object Detection | Animals with bounding boxes + live scene classification chip (indoor Β· 87%) |
| π¨ Style Transfer | Real-time cinematic grade via a custom Metal compute kernel |
| π§ Segmentation | Person silhouette isolation, rendered as a live mossfire-tinted overlay |
| π Depth Estimation | Honest production status β reports device capability, real depth mapping staged |
| ποΈ Filters | Sobel Edge Detection & Preprocess (sharpening + contrast) compute shaders |
| β‘ Performance Mode | Half-resolution render + MetalFX spatial upscaling (A12+ devices) |
| π‘οΈ Thermal Governance | Frame-rate governor that watches ProcessInfo.thermalState + camera system pressure |
| π Privacy First | All inference on-device β no network permission, no analytics, no PII |
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β AVCaptureSession ββ 1080p @ 60 fps ββ CVMetalTextureCache (zero-copy) β
β β β
β ββββΊ PreviewRenderer βββΊ CAMetalLayer βββΊ Screen (lowest latency)β
β β β² direct draw from capture queue, no main-thread hop β
β ββββΊ NeuralProcessor (dedicated neural queue) β
β βββ Vision ββ animals Β· scene Β· segmentation (10 Hz) β
β βββ MetalEngine ββ filters Β· style Β· texture pool β
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Why it's fast (verified 2026-08-05, iPhone 15 Pro / iOS 27):
| Metric | Value |
|---|---|
| Capture | 1080p 60 FPS (explicit 60fps format selection) |
| Preview frame time | 11.1 ms (was 17.4 ms) |
| GPU utilization | 47 % (was 72 %) |
| AI pass | 5.5 ms @ 10 Hz on a dedicated neural queue |
| Dropped frames | 0 |
The hot path avoids per-frame allocations and GPU syncs (waitUntilCompleted)
via a reusable texture pool; inference never blocks the capture queue.
flowchart LR
CAM[AVCaptureSession<br/>1080p @ 60fps] --> MTX[CVMetalTextureCache]
MTX --> RENDER[PreviewRenderer<br/>CAMetalLayer direct]
RENDER --> SCREEN[Screen]
MTX --> AI[NeuralProcessor<br/>neural queue Β· 10Hz]
AI --> VN[Vision Β· Neural Engine<br/>animals Β· scene Β· segmentation]
AI --> MTL[MetalEngine Β· compute<br/>edge Β· preprocess Β· style]
| File | Responsibility |
|---|---|
NeuralVisionProApp.swift |
@main β Metal init, AppState, unbuffered console logging |
ContentView.swift |
Full-bleed camera UI, floating glass chrome, detection overlay |
MetalEngine.swift |
GPU engine: pipelines, shader dispatch, texture pool, MetalFX scaler |
MetalShaders.metal |
Compute kernels (edge, preprocess, style) + aspect-fill preview fragment |
NeuralProcessor.swift |
AI pipeline: Vision requests, 10 Hz throttle, detection hold window |
CameraManager.swift |
AVFoundation capture, 60fps format selection, thermal/pressure governor |
ThermalObserver.swift |
Thermal state β safe frame-rate recommendation |
MossfireDuskTheme.swift |
Mossfire Dusk design system (colors, type, spacing, motion) |
Requirements β iPhone with A12 Bionic+, iOS 16+, Xcode 15+ (beta toolchain tested).
# 1. Build for a connected device
xcodebuild -project NeuralVisionPro.xcodeproj -scheme NeuralVisionPro \
-destination 'id=<DEVICE_UDID>' -derivedDataPath build \
DEVELOPMENT_TEAM=<TEAM_ID> CODE_SIGN_STYLE=Automatic \
-allowProvisioningUpdates build
# 2. Install
xcrun devicectl device install app --device <DEVICE_UDID> \
build/Build/Products/Debug-iphoneos/NeuralVisionPro.app
# 3. Launch
xcrun devicectl device process launch --device <DEVICE_UDID> \
com.elite.neuralvisionpro --terminate-existingFor a free-team (personal) Apple ID, pass your team ID via
DEVELOPMENT_TEAMon the command line β profiles are 7-day and regenerated automatically.
Every feature can be driven live and verified on-device:
# Drive the app to a specific state (DEBUG builds only)
xcrun devicectl device process launch --device <UDID> \
com.elite.neuralvisionpro --terminate-existing \
-debugMode StyleTransfer -debugFilter EdgeDetection -debugMetrics on
# Stream runtime logs (camera config, frame rate, mode switches)
xcrun devicectl device process launch --device <UDID> --console \
com.elite.neuralvisionpro
# Pull crash logs after a run
xcrun devicectl device copy from --device <UDID> --source / \
--destination ./crashlogs --domain-type systemCrashLogs| Launch arg | Values |
|---|---|
-debugMode |
ObjectDetection, StyleTransfer, Segmentation, DepthEstimation |
-debugFilter |
None, EdgeDetection, Preprocess |
-debugMetrics |
on, off |
NeuroPro/
βββ NeuralVisionPro/
β βββ NeuralVisionProApp.swift # App entry Β· Metal init Β· AppState
β βββ ContentView.swift # Camera UI Β· overlays Β· detection boxes
β βββ MetalEngine.swift # GPU engine Β· pipelines Β· texture pool
β βββ MetalShaders.metal # Compute + preview shaders
β βββ NeuralProcessor.swift # AI pipeline Β· Vision Β· throttling
β βββ CameraManager.swift # Capture Β· 60fps Β· thermal/pressure
β βββ ThermalObserver.swift # Thermal β frame-rate governor
β βββ MossfireDuskTheme.swift # Mossfire Dusk design system
β βββ Assets.xcassets # App icon Β· colors Β· launch screen
β βββ Info.plist
βββ NeuralVisionPro.xcodeproj/
βββ *.md # Design, build, handoff, research docs
βββ project_stats.sh # Repo stats utility
| Doc | Purpose |
|---|---|
| ARCHITECTURE.md | Technical deep-dive: shaders, threading, memory |
| BUILD_GUIDE.md | Step-by-step build & signing guide |
| DEVELOPER_HANDOFF.md | Phase-by-phase build-out plan + session wrap-up |
| BRANDING.md | Mossfire Dusk brand & design language |
| PROJECT_SUMMARY.md | Executive overview |
| MARKET_RESEARCH.md | Market analysis & competitive landscape |
| UX_ENHANCEMENTS.md | UX roadmap & design rationale |
| SECURITY.md | Privacy & security posture |
| CHANGELOG.md | Release history |
- Phase 0β2 β Clean build, device deployment, crash-free operation, performance (60 fps / 11 ms)
- Detection β Animal boxes, scene classification, confidence thresholds, anti-flicker hold
- UX β Full-bleed feed, floating glass chrome, mode toasts, dismissible HUD
- Onboarding β 3-screen tutorial, gesture navigation, contextual hints
- General object detection β bundled Core ML model (cars, chairs, β¦) β staged, model intentionally not added to keep the app lean
- Real depth mapping β LiDAR/dual-camera depth stream
- App Store β paid Developer Program, privacy manifest, iconography
Proprietary portfolio/investment project. Technical questions via Issues; partnership inquiries through GitHub.
Proprietary β Β© 2025β2026. All rights reserved. Mossfire Dusk color palette is open for community use.
Apple (Metal Β· Core ML Β· Vision), the OpenCV/Vision research community, and the warm glow of a moss-forest sunset at dusk.
Built with π₯ Metal Β· πΏ SwiftUI Β· π Mossfire Dusk
Made with π₯ and πΏ
Elite iOS β’ Metal GPU β’ On-Device AI β’ Privacy-First