In conventional apps, flat UI is the mainstream design direction.
But in projection scenarios, a good light engine can render true black as invisible, achieving a nearly borderless result. This 3D UI is a bold experiment — meant to blend more naturally into the projected wall and approach a glasses-free AR effect.
The exploration grew out of my work on JMGO's LUNA OS, where the wall itself replaces the screen. Once the frame disappears, flat conventions stop making sense — so here depth, material, and motion become the interface primitives: panels sit at real distances, light behaves like light, and transitions move through space instead of sliding across a plane.
The goal was never novelty for its own sake. It was to see how far a projected interface can go toward feeling physically present in the room — UI you could almost walk around.