// Hero — hosting + privacy lead. Headline + descriptor + CTAs + stat strip // on the left; a 3D ASCII render of the TensorHost isometric box mark on the // right — Lambert-shaded, z-buffered, auto-rotating, and tumbling on scroll. // One-time keyframe injection for the descriptor light-up. Each word flickers // on like a cold filament/tube light; 'Private' then holds a slow amber glow. (function injectHeroAnim() { if (typeof document === 'undefined' || document.getElementById('th-hero-anim')) return; const s = document.createElement('style'); s.id = 'th-hero-anim'; s.textContent = ` @keyframes th-bulb { 0% { opacity: 0; transform: translateY(3px); } 8% { opacity: 0.7; transform: translateY(0); } 13% { opacity: 0.12; } 24% { opacity: 0.88; } 31% { opacity: 0.3; } 44% { opacity: 1; } 100% { opacity: 1; transform: translateY(0); } } @keyframes th-glow { 0%, 100% { text-shadow: 0 0 14px var(--accent-soft); } 50% { text-shadow: 0 0 28px var(--accent-soft), 0 0 11px var(--accent-soft); } } .th-bulb { animation: th-bulb 0.9s cubic-bezier(0.2,0,0,1) both; will-change: opacity, transform; } .th-bulb-glow { animation: th-bulb 0.9s cubic-bezier(0.2,0,0,1) both, th-glow 3.6s ease-in-out infinite both; will-change: opacity, transform, text-shadow; } @media (prefers-reduced-motion: reduce) { .th-bulb, .th-bulb-glow { animation: none !important; opacity: 1 !important; transform: none !important; } } `; document.head.appendChild(s); })(); // 'Owned. Encrypted. Private.' — staggered filament-flicker entrance, held // until the boot overlay dissolves so it plays on reveal, not behind it. function HeroDescriptor() { const [armed, setArmed] = React.useState(() => !!window.__thBootDone); const [settled, setSettled] = React.useState(false); React.useEffect(() => { if (armed) return; const on = () => setArmed(true); window.addEventListener('th-boot-done', on); return () => window.removeEventListener('th-boot-done', on); }, [armed]); // Safety net: once the staggered entrance has had time to finish, pin the // words visible. Guarantees the end-state even if an environment suspends // CSS animations (so they never reach their 100% keyframe). React.useEffect(() => { if (!armed) return; const t = setTimeout(() => setSettled(true), 2400); return () => clearTimeout(t); }, [armed]); const words = [ { t: 'Owned.', d: 0.2 }, { t: 'Encrypted.', d: 0.62 }, { t: 'Private.', d: 1.04, accent: true }, ]; return (
{words.map((w) => ( {w.t} ))}
); } function AsciiCube({ live = true }) { const canvasRef = React.useRef(null); const wrapRef = React.useRef(null); React.useEffect(() => { const W = 72, H = 44; // ASCII grid (higher resolution) const grad = ":-~=+*ox#%&@"; // dark → bright (faintest dots dropped for legibility) const GN = grad.length - 1; const K2 = 30; // viewer distance (large = near-orthographic, less perspective) const ASPECT = 0.5; // char height/width compensation const RING = 0.52; // hollow-frame threshold (|u| or |v| beyond → keep) const STEP = 0.04; // face sampling resolution const FPS = 30, FRAME_MS = 1000 / FPS; // Six cube faces: [originAxis fn(u,v)->[x,y,z], normal] const faces = [ [(u, v) => [1, u, v], [1, 0, 0]], [(u, v) => [-1, u, v], [-1, 0, 0]], [(u, v) => [u, 1, v], [0, 1, 0]], [(u, v) => [u, -1, v], [0, -1, 0]], [(u, v) => [u, v, 1], [0, 0, 1]], [(u, v) => [u, v, -1], [0, 0, -1]], ]; // Light direction (from upper-front), normalized. const lx = 0, ly = 0.6, lz = -0.8; const cb = new Array(W * H); // char index per cell (-1 = empty, -2 = black hole) const lb = new Float32Array(W * H); // luminance per cell const eb = new Int8Array(W * H); // 1 = cell sits on a cube/aperture edge const zb = new Float32Array(W * H); let raf; // Persistent orientation + angular velocity (radians / frame) for momentum. let angA = -0.77, angB = 0.55, velA = 0, velB = 0; let spinDir = 1; // auto-rotate direction; follows the last fling, never self-reverses let scrollY = window.scrollY || window.pageYOffset || 0; let lastScroll = scrollY; const onScroll = () => { scrollY = window.scrollY || window.pageYOffset || 0; }; window.addEventListener('scroll', onScroll, { passive: true }); const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches; // Mouse-drag orbit. Updates orientation directly and records velocity so // the cube keeps coasting after release. let dragging = false, lastX = 0, lastY = 0; const el = wrapRef.current; const onDown = (e) => { dragging = true; lastX = e.clientX; lastY = e.clientY; velA = 0; velB = 0; if (el) el.style.cursor = 'grabbing'; if (el && el.setPointerCapture) try { el.setPointerCapture(e.pointerId); } catch (err) {} }; const onMove = (e) => { if (!dragging) return; velB = -(e.clientX - lastX) * 0.009; velA = -(e.clientY - lastY) * 0.009; angB += velB; angA += velA; lastX = e.clientX; lastY = e.clientY; e.preventDefault(); }; const onUp = () => { dragging = false; if (el) el.style.cursor = 'grab'; }; if (el) { el.addEventListener('pointerdown', onDown); el.addEventListener('pointermove', onMove); el.addEventListener('pointerup', onUp); el.addEventListener('pointercancel', onUp); } // Single canvas — drawing ~1k glyphs/frame is far cheaper than mutating // thousands of DOM spans. Brand color is re-read whenever the theme flips. const canvas = canvasRef.current; const ctx = canvas.getContext('2d'); const root = document.documentElement; let fg = '#e8e8e8', accent = '#e2a23b', themeKey = null; const refreshColor = () => { const k = root.getAttribute('data-theme') || ''; if (k === themeKey) return; themeKey = k; const cs = getComputedStyle(root); fg = (cs.getPropertyValue('--fg') || '#e8e8e8').trim() || '#e8e8e8'; accent = (cs.getPropertyValue('--accent') || '#e2a23b').trim() || '#e2a23b'; }; refreshColor(); // Fit canvas to the container width so the cube fills the column. let chh = 8, cellW = 6, dpr = Math.min(2, window.devicePixelRatio || 1); const fit = () => { const w = wrapRef.current ? wrapRef.current.clientWidth : 460; cellW = Math.max(3, Math.min(11, w / W)); chh = cellW * 1.5; const cssW = W * cellW, cssH = H * chh; dpr = Math.min(2, window.devicePixelRatio || 1); canvas.style.width = cssW + 'px'; canvas.style.height = cssH + 'px'; canvas.width = Math.round(cssW * dpr); canvas.height = Math.round(cssH * dpr); }; fit(); const ro = ('ResizeObserver' in window) ? new ResizeObserver(fit) : null; if (ro && wrapRef.current) ro.observe(wrapRef.current); let lastT = 0; function frame(t) { raf = requestAnimationFrame(frame); if (t - lastT < FRAME_MS) return; // throttle to ~30fps lastT = t; if (!dragging) { // Scroll nudges spin as an impulse, then momentum coasts with friction. const ds = scrollY - lastScroll; lastScroll = scrollY; velB += ds * 0.0009; angA += velA; angB += velB; velA *= 0.95; velB *= 0.95; // Remember the direction of any meaningful spin so auto-rotation can // continue that way instead of snapping back to a fixed direction. if (Math.abs(velB) > 0.012) spinDir = velB < 0 ? -1 : 1; // Once a fling has mostly died, take over with eased auto-rotation: // dwell at the four isometric poses (B = pi/4 + n*pi/2, where all three // faces show like the logo) and speed up through the flat face-on // angles. Tilt eases back to the canonical three-quarter view. if (live && !reduce && Math.abs(velA) + Math.abs(velB) < 0.012) { const HALF = Math.PI / 2, POSE = Math.PI / 4; const phase = (((angB - POSE) % HALF) + HALF) % HALF; const ph = phase / HALF; // Squared sine → a moderate dwell at each isometric pose with a // smooth (not abrupt) pass through the flat angles between them. const speed = 0.08 + 1.2 * Math.pow(Math.sin(Math.PI * ph), 2); angB += spinDir * 0.028 * speed; angA += (-0.62 - angA) * 0.035; } } const A = angA, B = angB; const sinA = Math.sin(A), cosA = Math.cos(A); const sinB = Math.sin(B), cosB = Math.cos(B); cb.fill(-1); zb.fill(0); eb.fill(0); const K1 = W * K2 * 0.17; for (let f = 0; f < faces.length; f++) { const map = faces[f][0], nrm = faces[f][1]; for (let u = -1; u <= 1.0001; u += STEP) { for (let v = -1; v <= 1.0001; v += STEP) { const p = map(u, v); // point + normal share the same rotation (Y then X) const px = p[0], py = p[1] * 1.3, pz = p[2]; // stretch vertically → taller box // rotate Y let x1 = px * cosB + pz * sinB; let z1 = -px * sinB + pz * cosB; let y1 = py; // rotate X let y2 = y1 * cosA - z1 * sinA; let z2 = y1 * sinA + z1 * cosA; let x2 = x1; const zc = z2 + K2; const ooz = 1 / zc; const sx = (W / 2 + K1 * ooz * x2) | 0; const sy = (H / 2 - K1 * ASPECT * ooz * y2) | 0; if (sx < 0 || sx >= W || sy < 0 || sy >= H) continue; const idx = sx + sy * W; if (ooz <= zb[idx]) continue; zb[idx] = ooz; // claim this cell (occludes anything behind it) // Center region of each face is a hole — rendered as an opaque // black patch. It still writes the z-buffer above, so the back // faces behind it stay hidden (not see-through). if (Math.abs(u) < RING && Math.abs(v) < RING) { cb[idx] = -2; continue; } // rotate normal the same way const nx0 = nrm[0], ny0 = nrm[1], nz0 = nrm[2]; let nx1 = nx0 * cosB + nz0 * sinB; let nz1 = -nx0 * sinB + nz0 * cosB; let ny1 = ny0; let ny2 = ny1 * cosA - nz1 * sinA; let nz2 = ny1 * sinA + nz1 * cosA; let nx2 = nx1; let L = nx2 * lx + ny2 * ly + nz2 * lz; if (L < 0) L = 0; const lum = 0.34 + 0.66 * L; const ci = Math.max(0, Math.min(GN, (lum * GN) | 0)); cb[idx] = ci; lb[idx] = lum; // Edge = near the face's outer border (cube silhouette) or near // the aperture rim (RING boundary) — these trace the logo linework. const m = Math.abs(u) > Math.abs(v) ? Math.abs(u) : Math.abs(v); eb[idx] = (m > 0.9 || m < RING + 0.1) ? 1 : 0; } } } // Paint to canvas: glyph from the ramp, font-size + alpha from luminance // to give depth — bright/lit cells grow and brighten, dark cells recede. ctx.setTransform(dpr, 0, 0, dpr, 0, 0); ctx.clearRect(0, 0, W * cellW, H * chh); ctx.textAlign = 'center'; ctx.textBaseline = 'middle'; refreshColor(); ctx.fillStyle = fg; const half = cellW / 2, halfH = chh / 2; // Pass 1: opaque black hole patches (drawn under the glyphs). ctx.globalAlpha = 1; ctx.fillStyle = '#000'; for (let i = 0; i < W * H; i++) { if (cb[i] !== -2) continue; const x = (i % W) * cellW, y = ((i / W) | 0) * chh; // overdraw slightly so adjacent patch cells tile without seams ctx.fillRect(x - 0.5, y - 0.5, cellW + 1, chh + 1); } // Pass 2: frame glyphs, sized by luminance for depth — all neutral. ctx.fillStyle = fg; for (let i = 0; i < W * H; i++) { const ci = cb[i]; if (ci < 0) continue; const lum = lb[i]; const x = (i % W) * cellW + half; const y = ((i / W) | 0) * chh + halfH; const fpx = chh * (0.66 + 0.7 * lum); ctx.font = '700 ' + fpx.toFixed(1) + "px 'Space Mono', ui-monospace, monospace"; ctx.globalAlpha = 0.66 + 0.34 * lum; ctx.fillText(grad[ci], x, y); } ctx.globalAlpha = 1; } // Kick off: paint one frame synchronously so the cube is never blank even // if rAF is throttled (background tab), then let rAF drive the animation. frame(performance.now()); return () => { cancelAnimationFrame(raf); window.removeEventListener('scroll', onScroll); if (el) { el.removeEventListener('pointerdown', onDown); el.removeEventListener('pointermove', onMove); el.removeEventListener('pointerup', onUp); el.removeEventListener('pointercancel', onUp); } if (ro && wrapRef.current) ro.unobserve(wrapRef.current); }; }, [live]); return (
); } function Hero({ live = true }) { const stats = [ ['Zero', 'keys we hold', 'storage & mail encrypted'], ['Toronto', 'data residency', 'Canada · PIPEDA'], ['100%', 'owned hardware', 'in-house ops'], ['Tier 3', 'datacenter', 'Toronto, Canada'], ]; const go = (id) => (e) => { e.preventDefault(); const el = document.getElementById(id); if (el) window.scrollTo({ top: el.offsetTop - 56, behavior: 'smooth' }); }; return (

TensorHostHardware we own.
Data you keep.

Web, email, storage, and GPU compute, on hardware we own and operate in an ISO/IEC 27001:2022-certified facility in Toronto. Storage and mail are encrypted with keys we never hold, so even we can't read them.

{stats.map(([big, label, sub], i) => (
{big}
{label}
{sub}
))}
); } window.Hero = Hero;