← Selected work

02 / SPATIAL COMPUTING CASE STUDY

A depth map
is not a world.

Vestra turns an ordinary phone video into an explorable spatial world — with the hard parts left visible: provenance, registration, residuals, and the limits of what the data can support.

Local-first / Rust2025 — now
LIVE SCENE CONTRACTLOCAL / INSPECTABLE
From capture to spatial world A camera path enters an abstract room. Point samples remain attached to measured surfaces while a scene contract frames the result.
RGB VIDEODEPTH + POSEWORLD / EXPORT

01 / THE PROBLEM

Depth is a measurement.
A world is an argument.

A per-frame depth map can look convincing and still fail to describe one coherent room. Cameras drift. Scale changes between windows. A dense preview can hide broken registration. Vestra treats reconstruction as a chain of evidence: every derived surface stays attributable to the input and the transform that produced it.

02 / THREE REPOSITORIES

One product boundary, three explicit ownership boundaries.

01

Vestra

Scene contract, reconstruction, fusion, exports, and browser studio. The product owns the world and its provenance.

scene / studio
02

Vestra Engine

Native Rust inference runtime for calibrated preprocessing, depth, confidence, and camera pose.

inference / CPU
03

Vestra Kernels

Shape-gated low-level CPU and experimental CUDA kernels, qualified independently before adoption.

kernels / parity

03 / IMMUTABLE EVIDENCE

Make the world
auditable.

Raw measurements, derived geometry, and generated presentation are intentionally separate layers. A beautiful render cannot silently rewrite what was measured.

L0
Raw captureRGB frames / crop transform / device context
immutable
L1
Depth + poseconfidence / intrinsics / camera residuals
traceable
L2
Fused geometrysurfel field / TSDF / registration decision
derived
L3
Presentationprogressive reveal / browser studio / export
optional

04 / MEASURED, NOT MARKETED

Parity first.
Then speed.

Same input, precision, and timed work within each slice. The figures below are separate benchmark scopes; they are not additive and do not describe an end-to-end product win.

RustC++ referenceRyzen 9 9950X · RTX 5080 · 96 GiB
Single-image CPU F32N = 20 · latency
171.141 ms
238.789 ms
28.3% lower
MultiviewN = 30 · complete slice
8494.734
8588.277
1.089% lower
Geometry + TSDFN = 10 · closed loop
831.797
867.421
4.11% lower

The first slice also measured 39.5% higher throughput. These percentages stay scoped to their named protocol and should not be combined.

05 / RECONSTRUCTION IN MOTION

Not a render.
A recorded inspection.

Both clips come from the browser studio running the same frozen public scene. They are silent screen recordings, not edited geometry or a cinematic fly-through.

12 SEC / SILENT / 10 FPS
01 / MATCHED CAMERA

One timeline. Two inspectable views.

The original TUM RGB-D capture runs above Vestra's synchronized depth view. The displayed replay frames expose the crop, camera match, frame index, and 42,336 depth samples instead of hiding them behind a final render.

9 SEC / WEBGL VIEWER
02 / GLOBAL CONTROL

Measured points, freely inspected.

Vestra renders a 355,581-point geometric-MVS control derived by the pinned COLMAP provider and imported under the scene contract. The scene links 55 selected source frames; it uses no ground-truth camera poses and is not presented as pure Rust.

Fixture
TUM RGB-D / freiburg1_room
License
CC BY 4.0
Local reconstruction
4,275,936 measured points / 9 windows
Global control
355,581 fused MVS points / no GT poses

06 / HONEST LIMITS

What Vestra
does not claim.

01Relative scale is the current truth. A phone video does not become metric just because its point cloud is dense.

02There is no semantic mesh claim. Surfels and measured geometry are useful without inventing object labels.

03COLMAP is an optional, pinned provider for global registration experiments — not a pure-Rust implementation.

04A rejected pose hypothesis remains rejected evidence. Rendering more points cannot repair a broken global trajectory.

THE TAKEAWAY

Build the inspection surface
alongside the algorithm.

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