Try the real model
The toolkit's demo page runs these exact models in your browser. Pick One Piece, drop in a screenshot or a clip of play, and point at a card. Nothing is uploaded.
Four days, one rented GPU
4 daysfrom starting on One Piece to release on the Chrome Web Store
$13.99of GPU time: 15.7 h on one rented RTX 4090, two training rounds
23labeled real frames, plus 8,000 generated scenes per round, for a catalog of 5,502 cards
Held-out results
| Models | Named right | Wrong of shown |
|---|---|---|
| Riftbound weights, One Piece bank | 31.4% (23.7–42.5) | 10.6% (4.2–28.0) |
| Fine-tuned with the adapt guide | 74.4% (50.3–83.8) | 3.9% (1.6–11.8) |
| Fine-tuned + geometric check | 83.8% (62.5–91.8) | 2.7% (0.6–10.3) |
25 frames from 13 public videos in 9 recording groups, none used in training. 95% intervals over recording groups, so wide. Measured in Python, not in the browser. Most users get the fine-tuned models alone: the geometric check runs only where WebGPU is available, and turns itself off where it is too slow.
Where it struggles
- Physical tables: 68 of 124 faces named right, against 153 of 173 on the digital client (models only)
- Official card images carry a "SAMPLE" stamp that real cards don't
- A whole frame with the geometric check took 1.07 s at the 95th percentile on an M3 Max with WebGPU
Kenbunshoku is an unofficial fan project, not affiliated with Bandai. ONE PIECE © Eiichiro Oda/Shueisha, Toei Animation. Models and labels are published on Hugging Face as JuicyKaraageNo1.