Skip to Main Content

geometry os

Built at Meta Global AI Developer Hackathon · Oct 26, 2026 · Remote

Demo video · github.com/…

# Bootable Images **Track:** Indie Developer **One sentence:** A GPU-native machine that reads its own poster — and writes it back. ## What it is Bootable Images hides a machine-readable glyph code inside a poster. Meta's image model (muse-image-1.0) paints the artwork; Meta's SAM 3.1 segments the glyph cells back out of the pixels; our decoder recovers the hidden payload byte-identically. The payload then boots the Linux kernel — 1.4 billion GPU-emulated instructions on a WGSL compute shader — and reaches an interactive userspace shell on the GPU core (receipted busybox session: uname, /proc/cpuinfo, free, uptime, live prompt), every boot milestone deterministic. And the machine writes, too: a sentence in English becomes glyph assembly via muse-spark-1.3, linted against the machine's ISA conventions, executed on the canvas, halted clean. "Here is a poster. Watch the machine read it. That was a computer." ## Demo video `hackathon/demo/video/demo_v1.mp4` (60.7s). Every frame is a real artifact: live-captured runs of the frozen one-command pipeline (`hackathon/demo/freeze/E2E.sh`, `FALLBACK_DEMO.sh`), the committed art-blend poster, and the committed live-authoring artifact. Production receipt: `hackathon/demo/video/PRODUCTION_RECEIPT.md`. ## Use of Meta AI tooling (beyond basic integration) All live calls receipted with committed fixtures (hackathon/tests/fixtures/): 1. **muse-image-1.0 paints the demo poster** (art-blend asset decodes at 35% art share — receipts: muse_image_poster/RECEIPT.md) 2. **SAM 3.1 reads the pixels**: live segmentation with a pixel-exact box parse contract (c05132cc); characterized negative result on dense grids — which drove a hybrid architecture (SAM for poster structure, a pure-stdlib Otsu fallback for cell decode that works offline in 18ms) 3. **muse-spark-1.3 writes glyph assembly**: live English->asm->lint-> execution receipts (MUSE_LIVE_AUTHORING_RECEIPT_2026-10-29.md, campaign 2026-10-29); discovered and documented the reasoning_effort wire rule (minimal effort: 10x cheaper, 7x faster; "none" unsupported -> 400) 4. **The payload boots Alpine Linux on a GPU** — computation without pixels, verified by deterministic milestone logs across months of re-runs (18ms drift over 30+ days) ## Technical depth - Byte-exact contract held end to end: payload -> Hilbert-mapped glyph grid -> poster pixels -> segmentation -> RLE -> bits -> GLY1 framing -> original bytes (md5-pinned, committed ground truth) - Deterministic freeze: one command replays the whole demo against pinned hashes (h6), protected from drift by kernel-path rules - Hybrid perception: a foundation vision model where it excels (poster geometry) and a 250-line classical fallback where it fails (dense grids), selected at runtime by a confidence gate - Generated-code safety: model-written assembly is linted against machine-verified ISA conventions and executed against ground truth before it touches a canvas ## Where this is going To be direct: today this is slower than a VM, and we are not claiming boot-speed wins. The claim is architectural. A game server serves thousands of players on one machine because each player costs a *view*, not a computer — and this project has receipted the hard pieces of the same model for desktops: a full Linux kernel and interactive shell executing inside GPU compute, image I/O in both directions, and byte-identical deterministic state on every boot. Because the entire machine state is encapsulated in six GPU buffers, provisioning a new user session collapses from an OS installation into a memory blit (68 min → 124s snapshot resume measured; sub-millisecond VRAM clone staked). One GPU serving many desktops — each user's screen just an image, any device able to sit at it — is the destination. Architectural analysis: `hackathon/submission/GAME_SERVER_OS_CONCEPT.md`. The build order (persistent virtio root, N harts, framebuffer-as-image, compositor-as-game-loop, deterministic migration) and the honest current blockers are in `hackathon/submission/ROADMAP.md`. ## Impact Teaches machines to treat images as computation — read, write, and boot from pixels. The same pipeline gives any rendering system an external verification oracle (pixels in, structure out, no shared assumptions with the renderer), and gives any agent an authoring path from natural language to verified machine code. Long-term, this is the I/O layer for GPU-native computing: software that lives in, and is read back from, images. ## Verify it yourself Don't take the video's word for anything — `hackathon/demo/VERIFY.md` lists four self-service tests ranked by time to verdict: the pytest suite (~7s), the offline glyph decode (~10s, no GPU), the one-command end-to-end spine — decode + Linux kernel boot — (~90s, GPU), and the live interactive shell: one command (`./hackathon/demo/BOOT_LINUX.sh`), an unattended ~75-minute boot, then you type your own commands at Linux on the GPU core (`ls`, `cat`, `free`, the whole busybox toolbox — committed transcript: `hackathon/tests/fixtures/gpu_shell_live_interactive_2026-11-01.log`). The committed shell transcript (`hackathon/tests/fixtures/gpu_shell_session_2026-10-30.log`) and the scene-to-artifact production receipt let you audit the video frame by frame without running anything.

Team