OcuClaw v2.0
Model lab · Even Realities G2

The glasses, drawn from published dimensions.

No WebGL, no libraries, no asset files. The frame is generated at load from Even's own numbers — 47.7 mm lenses, a 22.6 mm bridge, 132 mm hinge to hinge — then z-buffered onto a plain 2D canvas by a rasteriser written for this page. Drag it to turn it. Let go and it eases home, then stops the loop entirely.

software rasterised two finishes live hinge idle when still
Product finish

Titanium as it ships.

Brushed grey frame, translucent lenses, a tinted studio environment above and a floor bounce below. Everything you see is shaded per pixel in JavaScript — the only thing the browser draws is one putImageData per frame.

Drag to turn · click to flick · release and it settles back

Schematic finish

The same mesh, in the page's own green.

One geometry, two renderers. The environment is tinted rather than the albedo — a metal reflects its surroundings, so a green room makes green metal where green paint would just make it flat. Opacity is driven by fresnel, and the panel seams are drawn back over the shaded surface.

Translucent body · seams over the mesh · same drag, same hinge

At page sizes

It has to survive being small.

A model that only reads at hero scale is a screenshot with extra steps. These are the same object at the widths a real section would use, each solving its own field of view from the box it was handed.

150 px
230 px
330 px · schematic
What it costs

The bill, in triangles.

Measured at the detail the large mount above is actually built at, so the count describes what you are looking at rather than a smaller cousin of it.

Triangles
large mount, rim 112 / temple 76
Vertices
generated at load, cached per detail
Canvas
device pixel ratio
Dependencies
0
two plain scripts, no build step
lens
bridge
hinge to hinge
temple