WebGL2 unavailable — the crowd is the page.
Everything below still reads.

0 figures drawn 0 following

Drawn,
not
rendered

Move the pointer — they turn toward it

01 — Anatomy

Ten capsules the reader never sees as capsules

PartCountRadiusLength

The primitives survive only as a silhouette, because the outline pass keys on depth discontinuity and interior creases are switched off. Shade them and the trick dies: a lit capsule reads as a pill, an unlit one reads as a shape somebody drew.

02 — Two noises, one of them moves

Static · warp

Every body its own drawing

Seeded per figure and never animated. Low frequency, so it bends the contour instead of roughening it. This is what stops sixty instances reading as sixty copies.

Animated · boil

The hand that keeps moving

The only term on the clock. Displacement runs along the normal, so the silhouette breathes while the volume underneath stays exactly where the simulation put it.

Ground · contact

Where the hand shows most

The shadow boils six times harder than the body, and only at its rim. Noise sampled on a circle, so the wobble has no seam. The same disc, hard-edged and scaled up, is the void.

03 — The clock

Eleven redraws a second, sixty frames a second

Motion stays at sixty. The line is redrawn eleven times a second — traditional animation shot on fives. It is the single number that decides whether the frame reads as drawn or as rendered, and frame-differencing the reference cannot recover it: the displacement is sub-pixel and buried under camera motion.

04 — The outline pass

Depth discontinuity, and nothing else