An AI depth model runs on your own graphics card inside this page. For every frame it estimates how far away each pixel is, then a shader moves pixels sideways by their depth to build a separate left and right eye. It's converting a sample clip now. Try your webcam or your own video.
Nothing leaves your device. The model downloads once (ZipDepth from this site, Depth Anything from Hugging Face) and runs locally; camera frames and your videos are never uploaded. Red/cyan glasses show the 3D view; side by side works in a VR headset's browser or media player.
How we built it
Two models to compare. ZipDepth (6.1M parameters, MIT, ECCV 2026), which we exported to a 12 MB half-precision ONNX file, runs through ONNX Runtime Web at 448×256. Depth Anything V2 Small (Apache-2.0) runs through Transformers.js at 476×266. Both run on WebGPU and predict relative depth: nearer or further, not metres.
Each frame's near and far limits are smoothed over time so the scene doesn't pulse. When a hard cut is detected (the picture changes too much in one frame), the smoothing resets so one shot's depth never leaks into the next.
A shader moves each pixel sideways by its depth, half the distance for each eye. Where two pixels land on the same spot, the nearer one wins. The Screen plane slider sets which depth sits on the screen; nearer things pop out.
Moving a foreground object uncovers background the camera never saw. We fill those gaps from the neighbouring background, which is fast but can smear on wide gaps.
Red/cyan for glasses, side by side for headsets, or "wiggle": the two eyes alternate so you can see depth without any glasses.
Limits