Kaminos is a browser-native WebGPU scene, material, and spatial asset kiln lab. It gives generated assets, route outputs, and world-state fragments a place to take shape with lineage, spatial context, and visible process.
The current prototype includes realtime volumetric fire and smoke running directly in the browser. The fire volume supports a tunable tall-plume scene, spatial pressure tiers, live route controls, and debug overlays that expose backend identity, effective parameters, and route receipts. That fire is not decoration: it is the first substrate for making compute, cache, fixture, fallback, and failure states visible as different material phases.
The broader architecture is documented in Spatial Asset Kiln. The short version: Kaminos is becoming a place where generated artifacts can enter World Chambers, sit on Workbench/Kiln surfaces, expose Preview Benches for smoke, and advertise Smoke Offers that an operator can open, inspect, capture, and route back into the work.
Creative inference has an awkward rhythm: the operator forms a hypothesis about a generator, commits an experiment, then waits during the exact moment when curiosity is sharpest. Kaminos turns that wait into visible material transformation.
Route work should feel like an artifact entering a kiln. A source tile can preheat while inputs and backends prepare, burn while live compute spends, bank while outputs settle, cool once artifacts are linked, glow when cached work is recalled, and snuff when a route fails. The visual state carries the work: source artifacts, requested and effective routes, backend identity, output slots, failure phase, cache status, fixture status, and fallback status stay inspectable beside the flame.
This kiln language is a product target as well as an interface contract. Live compute earns full burn. Cached work earns residual warmth. Fixture and fallback routes carry weaker heat. Failure has its own collapse. The goal is a creative loop where inference latency has texture, route truth has a body, and every visible phase says something real about the work being done.
The kiln is not only a status effect. Kaminos organizes spatial work into chambers and benches:
- World Chambers frame a coherent world, route, or generated space with its own identity.
- Workbench/Kiln surfaces are where artifacts are staged, conditioned, inspected, and promoted.
- Preview Benches are smoke surfaces for lane-owned payloads before they become part of a chamber or scene.
- Smoke Offers are the operator-facing handoff from a producing lane or station: "I have something you can smoke; here is the route, authority, freshness, downgrade state, and target bench."
This keeps the UI from collapsing into a pile of one-off tabs. A terrain route, splat correction, material bake, motion preview, or future world-state packet can all enter Kaminos with its own shape and lineage, then become inspectable in a shared spatial frame.
The landed fire volume is the first backend substrate for that kiln language. It already renders high-fidelity dancing flame and smoke in-browser through WebGPU, with pressure-tier controls that can spend more solver work in the visually important flame bands and less in background smoke.
The current fire volume is an internal prototype substrate. The roadmap turns it into scene-placeable primitives, route-activity adapters, transparent tile compositing, cached/fixture/fallback visual authority classes, banking/coals, failure snuff, and heat/color envelopes that can be driven by real Kaminos route lifecycle state.
Kaminos keeps generated work inspectable after it leaves the model call. Corrected splat assets already follow this pattern: Kaminos stores editor-side correction sidecars beside original assets instead of mutating source splats. See Splat Assets.
Serve the checkout and open the volume smoke route:
python3 serve.py 8095http://127.0.0.1:8095/?kaminos_volume_smoke=1&volume_scene=tall_plume