HIERONYMUS

About Hieronymus

A universal observation platform built on the mathematical identity between rendering and measurement.

What is this?

Hieronymus is a client-side GPU observation engine that transforms any image — microscopy, spectroscopy, or arbitrary scientific imaging — into its thermodynamic coordinates using WebGL2 fragment shaders running entirely in your browser.

Instead of applying algorithms to data, Hieronymus treats the GPU fragment shader as a physical observation apparatus. When the shader writes a pixel value, it performs a measurement. The rendered texture is not a picture of the result — it is the result itself, expressed in categorical representation.

Core Principle

The Triple Equivalence

Observation=Computation=Processing

Oscillatory, categorical, and partitional descriptions yield identical state counts and entropies, connected by explicit bijective maps.

Every persistent dynamical system confined to bounded phase space necessarily oscillates. Every oscillator has a spectral decomposition. Every spectrum maps to a 2D image. Therefore every comparison problem — matching molecules, signals, sequences, or arbitrary data — reduces to a computer vision problem. This is not an analogy; it is a chain of mathematical identities.

How It Works

The observation pipeline runs entirely on the GPU as a sequence of fragment shader passes. Each pass reads from the previous pass's texture and writes to the next, with the final pass producing the observation result.

1
Data Input

Image, spectrum, sequence, or any bounded signal

2
Domain Encoder

CPU preprocessor + GLSL shader converts raw data to partition coordinates (n, l, m, s)

3
Partition Pass

Fragment shader computes visible and invisible pixel signatures from partition coordinates

4
Interference Pass

Cross-modal correlation, consistency check, and coupling strength between modalities

5
Entropy Pass

Computes S_k (kinetic), S_t (thermal), S_e (emission) and enforces S_k + S_t + S_e = 1

6
Result

Conservation score, partition depth, sharpness, coherence, and visibility — all from one frame

Technology

No server computation. No data upload. No cloud dependency. Everything runs on the GPU already in your device — including integrated GPUs like Intel UHD, AMD Radeon, and Apple M-series.

WebGL 2

Fragment shaders as observation apparatus

OffscreenCanvas

GPU computation in a Web Worker — no main-thread blocking

Web Workers

Isolated thread for the entire observation pipeline

O(1) Memory

~13 MB working set, constant regardless of data size

Zero Upload

All computation on your GPU — no data leaves the browser

Papers

The mathematical foundations are established across five papers totalling 11,862 lines, 211 theorems, and 294 references. Every theorem derives from two axioms: bounded phase space and categorical observation.

View all publications →

Sk + St + Se = 1

The conservation law that every observation must satisfy