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contributing ideas
CONTRIBUTING.md covers how to contribute (setup, style, commits). This doc is what to contribute — concrete, real openings grounded in the current state of the code. Each item lists where it lives, a rough difficulty, and how to verify it (the project's rule is that everything is checked against real data, never mocked).
Open an issue before starting anything sizable so we can agree on the approach.
| Idea | Where | Verify |
|---|---|---|
Respect prefers-reduced-motion — disable the idle scene drift and ease-in camera glides when the OS asks for reduced motion. |
components/Scene.tsx (IdleDrift), CameraRig/scene tweens |
toggle the OS setting; motion stops |
Backend Dockerfile + a Render/Fly config so the deploy guide is one-click. |
new backend/Dockerfile; see deployment.md
|
container boots, GET /health ok |
| Add a formula set for another architecture family (e.g. Gemma, Phi). |
lib/formulas.ts (detectArch + set) |
correct set renders for that arch |
| Docs & screenshots — worked examples, a short GIF of each mode. |
docs/, README.md
|
— |
| Idea | Where | Verify |
|---|---|---|
| Dequantize for value preview — quantized tensors are currently labeled "dequantized where applicable". Implement Q4_K/Q6_K/… dequant so their real values can be previewed. |
lib/gguf/ (parser + ggmlTypes.ts) |
previewed values match a reference dequant (e.g. llama.cpp) |
GGUF parser & playback unit coverage — a Vitest suite exists (frontend/scripts/verify-data.sh + tests/unit); extend it to the GGUF parser fixture headers, lib/playback.ts (layer anchors, phaseInfo), and detectArch(). |
frontend/ |
tests green in CI |
Performance presets — the quality toggle exists; make it actually degrade gracefully on integrated GPUs (fewer points, simpler materials) and document the tradeoffs. |
frontend/lib, Scene.tsx, TensorCloud.tsx
|
60fps on integrated graphics; stated in a note |
MoE explorer view — expert_count is parsed but there's no expert-routing visualization for MoE models. |
lib/pointcloud.ts, scenes |
real MoE .gguf renders experts distinctly |
| Idea | Where | Verify |
|---|---|---|
Real per-head attention intensity — generation blades are currently structurally per-head but their brightness is one layer-level stat copied across all heads. Stream a real per-head scalar (enable output_attentions in the decode loop, emit e.g. max attention weight per head) and drive each blade from it. |
backend/app/model.py (generate_steps), lib/types.ts, TransformerStack.tsx
|
blades vary per head; values match an independent forward pass |
| Run a second PyTorch model locally — GPT-2's formula set is exercised by the in-browser ONNX engine, but the PyTorch backend still loads only Qwen. Add a model selector so the LayerNorm/GELU/learned-pos path runs through a real local forward pass too. |
backend/app/model.py, main.py
|
generation runs on GPT-2 with the Python backend; formulas switch |
| Browser inference expansion (Phase 5.2c/5.2d) — additional pinned in-browser models and in-browser GGUF execution, both scoped by the capability matrix. | frontend/lib/browser/ |
new model matches its reference forward pass within tolerance |
Distinctive geometry in the walkthrough districts — the Tokenizer/Embedding/Attention chapters keep their real-data districts; explore blending the new TransformerStack style without losing the real per-token PCA/attention data. |
components/districts/, WalkthroughScene.tsx
|
real attention/PCA numbers still shown |
If real data can't cleanly support a visual, label it or adjust the visual — never fabricate cleaner-looking fake data. A PR that makes a number look nicer by faking it will be rejected; a PR that honestly says "this is a sampled slice" or "quantized — dequantized preview" is exactly right. See verification.md for how "real" is proven, and visual-mapping.md for the data→geometry contract you're extending.
TokenPrint Wiki | Home | Getting Started | User Guide | Concepts | Architecture | API | GitHub
TokenPrint is an interactive 3D visualization platform for exploring transformer architectures, tensors, and real-time LLM inference.
- User Guide
- Architecture Explorer
- Live Inference
- Tensor Inspector
- Camera Controls
- HUD
- Timeline
- Scene Navigation
- Transformer Concepts
- Tokenization
- Embeddings
- Positional Encoding
- RoPE
- Multi-Head Attention
- KV Cache
- LayerNorm
- Feed Forward Network
- Residual Connections
- Logits
- Softmax
- Sampling
- Autoregressive Generation
- Visualization System
- Scene Graph
- Geometry
- Materials
- Animation System
- Color Mapping
- Camera System
- Interaction Model
- Architecture
- Overall Architecture
- Frontend
- Backend
- WebSocket Protocol
- Data Pipeline
- Renderer
- Event System