Product overview

Sound is a first-class spatial primitive.

We've had a visual language for everything except sound, until now. Baryon is a physics-based runtime that analyzes live audio, resolves cymatic structure, and renders sound as geometry.

Path /product
  1. Audio analysis produces an authoritative feature frame before any rendering happens.
  2. A real-time cymatic physics model resolves that frame into spatial structure and motion.
  3. A WebGPU render path turns the model into live geometry in the browser today and the desktop performance surface next.

The runtime

Baryon does one thing: render sound as real-time geometric form. The runtime exposes that capability as an instrument today and as a performance surface as the desktop product ships.

The signal contract

The boundary between audio interpretation and rendering is the contract that holds the product together. Audio ingestion and feature construction are responsible for understanding structure. The runtime and render path are responsible for consuming interpreted structure. That separation is why the engine produces the same class of output across every surface it runs on.

Authoritative feature frames

The shared engine builds an authoritative AudioFeatureFrame carrying everything the renderer needs: spectral shape, energy, transients, pitch, motion state. The frame is the semantic contract. Internal transport frames may exist for scheduling or worker communication, but they are not the public meaning of the product. This is why the render runtime stays stable as the implementation evolves underneath.

Cymatic physics in real time

The middle layer is a real-time physics model — standing waves, modal behavior, and field resolution — running fast enough to drive a live render. Frequencies, transients, and harmonic detail resolve into geometry through the physics that sound obeys.

WebGPU render path

The default and flagship visual method is a volumetric raymarch path driven by the shared runtime. Performance policy and quality behavior are part of the render pipeline contract, so the layer adapts to the host without giving up its canonical high-end output.

Surfaces the layer runs on

  • Browser — the public discovery surface, full engine, no install.
  • Desktop — the launching-soon performance surface for stage output, repeatable setups, and host fit.
  • Future hosts — new surfaces inherit the same signal contract only when the product can preserve the physics and render contract.

One engine, coherent surfaces

Every surface should be a thin wrapper around the same engine. New analysis improvements move across hosts at once, and the visual class stays consistent because the runtime contract stays singular.