This is the adapter pattern for running WebGPU and TypeGPU compositions inside HyperFrames timelines. You initialize your GPU pipeline async but register GSAP tweens synchronously so the player can read them at load. The adapter publishes time via `window.__hfTypegpuTime` and dispatches `hf-seek` events so you render the exact frame. The docs cover the essentials: liquid glass effects with downsample blur passes, video-backed distortion textures, rounded-rect SDFs for pill shapes, and the critical detail that you must call `await device.queue.onSubmittedWorkDone()` after submit to flush the canvas before frame capture in render mode. Use this when you need deterministic GPU canvas layers driven by timeline events instead of requestAnimationFrame.
npx skills add https://github.com/heygen-com/hyperframes --skill typegpu