@vib3code/sdk 2.0.1 → 2.0.3-canary.75a3290

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (136) hide show
  1. package/CHANGELOG.md +36 -0
  2. package/DOCS/AGENT_HARNESS_ARCHITECTURE.md +243 -0
  3. package/DOCS/CLI_ONBOARDING.md +1 -1
  4. package/DOCS/CROSS_SITE_DESIGN_PATTERNS.md +117 -0
  5. package/DOCS/EPIC_SCROLL_EVENTS.md +773 -0
  6. package/DOCS/HANDOFF_LANDING_PAGE.md +154 -0
  7. package/DOCS/HANDOFF_SDK_DEVELOPMENT.md +493 -0
  8. package/DOCS/MULTIVIZ_CHOREOGRAPHY_PATTERNS.md +937 -0
  9. package/DOCS/PRODUCT_STRATEGY.md +63 -0
  10. package/DOCS/README.md +103 -0
  11. package/DOCS/REFERENCE_SCROLL_ANALYSIS.md +97 -0
  12. package/DOCS/ROADMAP.md +111 -0
  13. package/DOCS/SCROLL_TIMELINE_v3.md +269 -0
  14. package/DOCS/SITE_REFACTOR_PLAN.md +100 -0
  15. package/DOCS/STATUS.md +24 -0
  16. package/DOCS/SYSTEM_INVENTORY.md +33 -30
  17. package/DOCS/VISUAL_ANALYSIS_CLICKERSS.md +85 -0
  18. package/DOCS/VISUAL_ANALYSIS_FACETAD.md +133 -0
  19. package/DOCS/VISUAL_ANALYSIS_SIMONE.md +95 -0
  20. package/DOCS/VISUAL_ANALYSIS_TABLESIDE.md +86 -0
  21. package/DOCS/{BLUEPRINT_EXECUTION_PLAN_2026-01-07.md → archive/BLUEPRINT_EXECUTION_PLAN_2026-01-07.md} +1 -1
  22. package/DOCS/{DEV_TRACK_ANALYSIS.md → archive/DEV_TRACK_ANALYSIS.md} +3 -0
  23. package/DOCS/{SYSTEM_AUDIT_2026-01-30.md → archive/SYSTEM_AUDIT_2026-01-30.md} +3 -0
  24. package/DOCS/{DEV_TRACK_SESSION_2026-01-31.md → dev-tracks/DEV_TRACK_SESSION_2026-01-31.md} +1 -1
  25. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-06.md +231 -0
  26. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-13.md +127 -0
  27. package/DOCS/dev-tracks/DEV_TRACK_SESSION_2026-02-15.md +142 -0
  28. package/DOCS/dev-tracks/README.md +10 -0
  29. package/README.md +26 -13
  30. package/cpp/CMakeLists.txt +236 -0
  31. package/cpp/bindings/embind.cpp +269 -0
  32. package/cpp/build.sh +129 -0
  33. package/cpp/geometry/Crystal.cpp +103 -0
  34. package/cpp/geometry/Fractal.cpp +136 -0
  35. package/cpp/geometry/GeometryGenerator.cpp +262 -0
  36. package/cpp/geometry/KleinBottle.cpp +71 -0
  37. package/cpp/geometry/Sphere.cpp +134 -0
  38. package/cpp/geometry/Tesseract.cpp +94 -0
  39. package/cpp/geometry/Tetrahedron.cpp +83 -0
  40. package/cpp/geometry/Torus.cpp +65 -0
  41. package/cpp/geometry/WarpFunctions.cpp +238 -0
  42. package/cpp/geometry/Wave.cpp +85 -0
  43. package/cpp/include/vib3_ffi.h +238 -0
  44. package/cpp/math/Mat4x4.cpp +409 -0
  45. package/cpp/math/Mat4x4.hpp +209 -0
  46. package/cpp/math/Projection.cpp +142 -0
  47. package/cpp/math/Projection.hpp +148 -0
  48. package/cpp/math/Rotor4D.cpp +322 -0
  49. package/cpp/math/Rotor4D.hpp +204 -0
  50. package/cpp/math/Vec4.cpp +303 -0
  51. package/cpp/math/Vec4.hpp +225 -0
  52. package/cpp/src/vib3_ffi.cpp +607 -0
  53. package/cpp/tests/Geometry_test.cpp +213 -0
  54. package/cpp/tests/Mat4x4_test.cpp +494 -0
  55. package/cpp/tests/Projection_test.cpp +298 -0
  56. package/cpp/tests/Rotor4D_test.cpp +423 -0
  57. package/cpp/tests/Vec4_test.cpp +489 -0
  58. package/package.json +40 -27
  59. package/src/agent/index.js +1 -3
  60. package/src/agent/mcp/MCPServer.js +918 -0
  61. package/src/agent/mcp/index.js +1 -1
  62. package/src/agent/mcp/stdio-server.js +264 -0
  63. package/src/agent/mcp/tools.js +454 -0
  64. package/src/cli/index.js +374 -44
  65. package/src/core/CanvasManager.js +97 -204
  66. package/src/core/ErrorReporter.js +1 -1
  67. package/src/core/Parameters.js +1 -1
  68. package/src/core/VIB3Engine.js +93 -4
  69. package/src/core/VitalitySystem.js +53 -0
  70. package/src/core/index.js +18 -0
  71. package/src/core/renderers/FacetedRendererAdapter.js +10 -9
  72. package/src/core/renderers/HolographicRendererAdapter.js +13 -9
  73. package/src/core/renderers/QuantumRendererAdapter.js +11 -7
  74. package/src/creative/AestheticMapper.js +628 -0
  75. package/src/creative/ChoreographyPlayer.js +481 -0
  76. package/src/creative/index.js +11 -0
  77. package/src/export/TradingCardManager.js +3 -4
  78. package/src/export/index.js +11 -1
  79. package/src/faceted/FacetedSystem.js +241 -388
  80. package/src/holograms/HolographicVisualizer.js +29 -12
  81. package/src/holograms/RealHolographicSystem.js +194 -43
  82. package/src/math/index.js +7 -7
  83. package/src/polychora/PolychoraSystem.js +77 -0
  84. package/src/quantum/QuantumEngine.js +103 -66
  85. package/src/quantum/QuantumVisualizer.js +7 -2
  86. package/src/reactivity/index.js +3 -5
  87. package/src/render/LayerPresetManager.js +372 -0
  88. package/src/render/LayerReactivityBridge.js +344 -0
  89. package/src/render/LayerRelationshipGraph.js +610 -0
  90. package/src/render/MultiCanvasBridge.js +148 -25
  91. package/src/render/UnifiedRenderBridge.js +3 -0
  92. package/src/render/index.js +27 -2
  93. package/src/scene/index.js +4 -4
  94. package/src/shaders/faceted/faceted.frag.glsl +220 -80
  95. package/src/shaders/faceted/faceted.frag.wgsl +138 -97
  96. package/src/shaders/holographic/holographic.frag.glsl +28 -9
  97. package/src/shaders/holographic/holographic.frag.wgsl +107 -38
  98. package/src/shaders/quantum/quantum.frag.glsl +1 -0
  99. package/src/shaders/quantum/quantum.frag.wgsl +1 -1
  100. package/src/testing/ParallelTestFramework.js +2 -2
  101. package/src/viewer/GalleryUI.js +17 -0
  102. package/src/viewer/ViewerPortal.js +2 -2
  103. package/src/viewer/index.js +1 -1
  104. package/tools/headless-renderer.js +258 -0
  105. package/tools/shader-sync-verify.js +8 -4
  106. package/tools/site-analysis/all-reports.json +32 -0
  107. package/tools/site-analysis/combined-analysis.md +50 -0
  108. package/tools/site-analyzer.mjs +779 -0
  109. package/tools/visual-catalog/capture.js +276 -0
  110. package/tools/visual-catalog/composite.js +138 -0
  111. package/types/adaptive-sdk.d.ts +204 -5
  112. package/types/agent/cli.d.ts +78 -0
  113. package/types/agent/index.d.ts +18 -0
  114. package/types/agent/mcp.d.ts +87 -0
  115. package/types/agent/telemetry.d.ts +190 -0
  116. package/types/core/VIB3Engine.d.ts +26 -0
  117. package/types/core/index.d.ts +261 -0
  118. package/types/creative/AestheticMapper.d.ts +72 -0
  119. package/types/creative/ChoreographyPlayer.d.ts +96 -0
  120. package/types/creative/index.d.ts +17 -0
  121. package/types/export/index.d.ts +243 -0
  122. package/types/geometry/index.d.ts +164 -0
  123. package/types/math/index.d.ts +214 -0
  124. package/types/render/LayerPresetManager.d.ts +78 -0
  125. package/types/render/LayerReactivityBridge.d.ts +85 -0
  126. package/types/render/LayerRelationshipGraph.d.ts +174 -0
  127. package/types/render/index.d.ts +3 -0
  128. package/types/scene/index.d.ts +204 -0
  129. package/types/systems/index.d.ts +244 -0
  130. package/types/variations/index.d.ts +62 -0
  131. package/types/viewer/index.d.ts +225 -0
  132. /package/DOCS/{DEV_TRACK_PLAN_2026-01-07.md → archive/DEV_TRACK_PLAN_2026-01-07.md} +0 -0
  133. /package/DOCS/{SESSION_014_PLAN.md → archive/SESSION_014_PLAN.md} +0 -0
  134. /package/DOCS/{SESSION_LOG_2026-01-07.md → archive/SESSION_LOG_2026-01-07.md} +0 -0
  135. /package/DOCS/{STRATEGIC_BLUEPRINT_2026-01-07.md → archive/STRATEGIC_BLUEPRINT_2026-01-07.md} +0 -0
  136. /package/src/viewer/{ReactivityManager.js → ViewerInputHandler.js} +0 -0
@@ -0,0 +1,63 @@
1
+ # Product Strategy
2
+
3
+ ## Purpose
4
+ VIB3+ SDK is positioned as a programmable 4D/6D visualization platform for product teams, creative technologists, and AI-native experiences that need high-fidelity real-time graphics with practical integration pathways.
5
+
6
+ ## Target Users & Personas
7
+
8
+ | Persona | Primary Goals | Key Needs from VIB3+ |
9
+ |---|---|---|
10
+ | **Creative Developer** (web/interactive engineer) | Ship differentiated visual experiences quickly | Stable core engine APIs, fast iteration, framework adapters, predictable performance |
11
+ | **Experience Designer / Technical Artist** | Produce immersive scenes and effects with minimal low-level shader work | Rich preset system, post-processing/easing/timeline controls, export options |
12
+ | **Platform Integrator** (SaaS/product team) | Embed visuals into production apps with operational confidence | Clear lifecycle model, telemetry hooks, testability, long-term compatibility |
13
+ | **AI/Agent Builder** | Automate generation, tuning, and operation of visual scenes | Agent tooling, MCP/CLI interfaces, machine-readable docs, guardrails |
14
+ | **Immersive/XR Team** | Extend visuals to VR/AR and spatial interfaces | Advanced rendering path, input abstraction, GPU-aware architecture |
15
+
16
+ ## Core Use-Cases
17
+ 1. **Interactive Product Surfaces:** add performant, controllable visual systems to dashboards, landing pages, and app canvases.
18
+ 2. **Creative Production Pipelines:** drive visuals via presets, timelines, and reactive input for streaming/live-performance contexts.
19
+ 3. **Cross-Framework SDK Embeds:** integrate once and deploy in React/Vue/Svelte and custom JS runtimes.
20
+ 4. **AI-Orchestrated Visual Systems:** use agent APIs to generate, mutate, and validate visual behaviors programmatically.
21
+ 5. **Advanced Runtime Modes:** run high-end features (WebXR, compute, worker rendering, MIDI, AI preset generation) where supported.
22
+
23
+ ## Differentiation
24
+ - **Unified 4D/6D control model** across multiple systems instead of one-off demos.
25
+ - **Production-oriented SDK structure** with clear module boundaries for core, integrations, advanced capabilities, and agent tooling.
26
+ - **Agent-first operability** (MCP + CLI + telemetry orientation) to support autonomous and assisted workflows.
27
+ - **Breadth of integration targets** (frameworks, creative tools, exports) that reduce adoption friction.
28
+ - **Performance-conscious architecture** that can scale from standard web canvases to XR/compute-enabled environments.
29
+
30
+ ## Monetization & Licensing Assumptions
31
+ - **Open-core distribution assumption:** MIT-licensed base SDK remains the adoption driver.
32
+ - **Commercial expansion assumptions:** monetizable add-ons can include premium integrations, enterprise support, managed tooling, and hosted collaboration/telemetry services.
33
+ - **Tiering hypothesis:**
34
+ - **Community:** core engine + basic integrations.
35
+ - **Pro:** advanced feature packs, commercial support SLA, enhanced export/tooling.
36
+ - **Enterprise:** governance features, private support, compliance-oriented integration hardening.
37
+ - **Success dependency:** maintain low-friction developer onboarding while creating high-value operational capabilities for teams running VIB3+ at scale.
38
+
39
+ ## Success Metrics
40
+
41
+ ### Adoption Metrics
42
+ - Weekly active projects using VIB3+ SDK.
43
+ - Net-new installs and retained projects after 30/90 days.
44
+ - Conversion rate from prototype usage to production deployment.
45
+
46
+ ### Performance Metrics
47
+ - Median and P95 frame-time under representative scenes.
48
+ - GPU/CPU utilization envelopes across supported devices.
49
+ - Initialization latency and system-switch latency.
50
+
51
+ ### Integration Usage Metrics
52
+ - Usage distribution across framework integrations (`react`, `vue`, `svelte`, etc.).
53
+ - Activation rate of advanced modules (XR, WebGPU, worker, MIDI, AI).
54
+ - Agent tooling usage (CLI commands, MCP tool call volume, successful automated workflows).
55
+
56
+ ## Strategy-to-Architecture Alignment
57
+ Strategy execution depends on keeping the following module families healthy and composable:
58
+ - **Engine/core quality:** `src/core/`
59
+ - **Integrations:** `src/integrations/`
60
+ - **Advanced features:** `src/advanced/`
61
+ - **Agent tooling:** `src/agent/`
62
+
63
+ Roadmap-level epics that operationalize these goals are documented in [`DOCS/ROADMAP.md`](./ROADMAP.md).
package/DOCS/README.md ADDED
@@ -0,0 +1,103 @@
1
+ # Documentation Index
2
+
3
+ ## Strategy & Planning
4
+ - [`PRODUCT_STRATEGY.md`](./PRODUCT_STRATEGY.md) — product direction, personas, differentiation, monetization assumptions, and success metrics.
5
+ - [`ROADMAP.md`](./ROADMAP.md) — strategy goals mapped to technical epics and module ownership.
6
+
7
+ ## Core References
8
+ - [`SYSTEM_INVENTORY.md`](./SYSTEM_INVENTORY.md)
9
+ - [`CONTROL_REFERENCE.md`](./CONTROL_REFERENCE.md)
10
+ - [`CLI_ONBOARDING.md`](./CLI_ONBOARDING.md)
11
+ - [`REPO_MANIFEST.md`](./REPO_MANIFEST.md)
12
+
13
+ ## Performance / Rendering / Platform
14
+ - [`WEBGPU_STATUS.md`](./WEBGPU_STATUS.md)
15
+ - [`XR_BENCHMARKS.md`](./XR_BENCHMARKS.md)
16
+ - [`RENDERER_LIFECYCLE.md`](./RENDERER_LIFECYCLE.md)
17
+ - [`GPU_DISPOSAL_GUIDE.md`](./GPU_DISPOSAL_GUIDE.md)
18
+
19
+ ## Setup / Operations
20
+ - [`ENV_SETUP.md`](./ENV_SETUP.md)
21
+ - [`PROJECT_SETUP.md`](./PROJECT_SETUP.md)
22
+ - [`CI_TESTING.md`](./CI_TESTING.md)
23
+ # Documentation index
24
+
25
+ This folder contains active and archived project documentation.
26
+
27
+ ## Archive policy
28
+
29
+ To keep links stable while allowing historical retention:
30
+
31
+ - **Active docs** live at `DOCS/<name>.md` and are referenced by default from onboarding and root docs.
32
+ - **Archived docs** live at `DOCS/archive/<name>.md` and must be labeled as archived anywhere they are linked.
33
+ - Before moving any doc to `DOCS/archive/`, update all inbound markdown links with:
34
+ - `rg -n "<doc-name>.md" -g '*.md'`
35
+ - If a document is still intended as a primary reference, keep or restore a canonical copy at `DOCS/<name>.md` and add an archive notice in the archived variant.
36
+ - For date-stamped reports, prefer linking directly to `DOCS/archive/...` from inventories and READMEs with `(archived)` in the description.
37
+
38
+ ## Link maintenance checklist
39
+
40
+ 1. Search all markdown references before and after a move.
41
+ 2. Update stale links in `README.md`, onboarding docs, and inventories first.
42
+ 3. Confirm no stale references remain with:
43
+ - `rg -n "DOCS/(SYSTEM_AUDIT_2026-01-30|DEV_TRACK_ANALYSIS)\.md" -g '*.md'`
44
+ # Documentation Index
45
+
46
+ This file is the root index for all project documentation.
47
+
48
+ ## Start Here
49
+
50
+ Use these canonical documents first:
51
+
52
+ | Topic | Canonical document | Source of truth | Owner | Last reviewed |
53
+ |---|---|---|---|---|
54
+ | Architecture | [`DOCS/SYSTEM_INVENTORY.md`](./SYSTEM_INVENTORY.md) | ✅ System boundaries, modules, and capabilities | SDK Architecture | 2026-02-12 |
55
+ | Product Strategy | [`DOCS/LICENSING_TIERS.md`](./LICENSING_TIERS.md) | ✅ Packaging, positioning, and commercial model | Product | 2026-02-12 |
56
+ | Master Plan | [`DOCS/MASTER_PLAN_2026-01-31.md`](./MASTER_PLAN_2026-01-31.md) | ✅ Program-level priorities and sequencing | Program Management | 2026-02-12 |
57
+ | Dev Track | [`DOCS/DEV_TRACK_SESSION_2026-02-06.md`](./DEV_TRACK_SESSION_2026-02-06.md) | ✅ Current implementation log and execution status | Engineering | 2026-02-12 |
58
+
59
+ ## Reading Paths by Persona
60
+
61
+ ### New engineer
62
+ 1. [`DOCS/PROJECT_SETUP.md`](./PROJECT_SETUP.md)
63
+ 2. [`DOCS/ENV_SETUP.md`](./ENV_SETUP.md)
64
+ 3. [`DOCS/SYSTEM_INVENTORY.md`](./SYSTEM_INVENTORY.md)
65
+ 4. [`DOCS/CONTROL_REFERENCE.md`](./CONTROL_REFERENCE.md)
66
+ 5. [`DOCS/CI_TESTING.md`](./CI_TESTING.md)
67
+
68
+ ### AI agent
69
+ 1. [`DOCS/CLI_ONBOARDING.md`](./CLI_ONBOARDING.md)
70
+ 2. [`DOCS/REPO_MANIFEST.md`](./REPO_MANIFEST.md)
71
+ 3. [`DOCS/SYSTEM_INVENTORY.md`](./SYSTEM_INVENTORY.md)
72
+ 4. [`DOCS/MASTER_PLAN_2026-01-31.md`](./MASTER_PLAN_2026-01-31.md)
73
+ 5. Latest dev track session (currently [`DOCS/DEV_TRACK_SESSION_2026-02-06.md`](./DEV_TRACK_SESSION_2026-02-06.md))
74
+
75
+ ### Product lead
76
+ 1. [`DOCS/LICENSING_TIERS.md`](./LICENSING_TIERS.md)
77
+ 2. [`DOCS/MASTER_PLAN_2026-01-31.md`](./MASTER_PLAN_2026-01-31.md)
78
+ 3. [`DOCS/WEBGPU_STATUS.md`](./WEBGPU_STATUS.md)
79
+ 4. [`DOCS/XR_BENCHMARKS.md`](./XR_BENCHMARKS.md)
80
+ 5. [`DOCS/TELEMETRY_EXPORTS.md`](./TELEMETRY_EXPORTS.md)
81
+
82
+ ### Contributor
83
+ 1. [`CONTRIBUTING.md`](../CONTRIBUTING.md)
84
+ 2. [`DOCS/PROJECT_SETUP.md`](./PROJECT_SETUP.md)
85
+ 3. [`DOCS/CI_TESTING.md`](./CI_TESTING.md)
86
+ 4. [`DOCS/RENDERER_LIFECYCLE.md`](./RENDERER_LIFECYCLE.md)
87
+ 5. [`DOCS/GPU_DISPOSAL_GUIDE.md`](./GPU_DISPOSAL_GUIDE.md)
88
+
89
+ ## Documentation Taxonomy
90
+
91
+ | Category | Scope | Primary files |
92
+ |---|---|---|
93
+ | Architecture | Runtime model, systems, lifecycles, controls | [`SYSTEM_INVENTORY.md`](./SYSTEM_INVENTORY.md) **(SOT)**, [`RENDERER_LIFECYCLE.md`](./RENDERER_LIFECYCLE.md), [`CONTROL_REFERENCE.md`](./CONTROL_REFERENCE.md), [`GPU_DISPOSAL_GUIDE.md`](./GPU_DISPOSAL_GUIDE.md) |
94
+ | Planning | Strategy, roadmap, execution direction | [`MASTER_PLAN_2026-01-31.md`](./MASTER_PLAN_2026-01-31.md) **(SOT)**, [`DEV_TRACK_SESSION_2026-02-06.md`](./DEV_TRACK_SESSION_2026-02-06.md) **(SOT for active sprint log)**, [`DEV_TRACK_SESSION_2026-01-31.md`](./DEV_TRACK_SESSION_2026-01-31.md), [`LICENSING_TIERS.md`](./LICENSING_TIERS.md) **(SOT for product packaging)** |
95
+ | Operations | Setup, CI, runbooks, observability | [`PROJECT_SETUP.md`](./PROJECT_SETUP.md) **(SOT for project bootstrap)**, [`ENV_SETUP.md`](./ENV_SETUP.md), [`CI_TESTING.md`](./CI_TESTING.md), [`OBS_SETUP_GUIDE.md`](./OBS_SETUP_GUIDE.md), [`TELEMETRY_EXPORTS.md`](./TELEMETRY_EXPORTS.md) |
96
+ | Analysis | Benchmarks, visual analysis, design studies | [`WEBGPU_STATUS.md`](./WEBGPU_STATUS.md), [`XR_BENCHMARKS.md`](./XR_BENCHMARKS.md), [`CROSS_SITE_DESIGN_PATTERNS.md`](./CROSS_SITE_DESIGN_PATTERNS.md), `VISUAL_ANALYSIS_*.md`, [`REFERENCE_SCROLL_ANALYSIS.md`](./REFERENCE_SCROLL_ANALYSIS.md) |
97
+ | Archive | Historical plans and audits retained for traceability | [`archive/`](./archive/) including [`archive/SYSTEM_AUDIT_2026-01-30.md`](./archive/SYSTEM_AUDIT_2026-01-30.md), [`archive/STRATEGIC_BLUEPRINT_2026-01-07.md`](./archive/STRATEGIC_BLUEPRINT_2026-01-07.md), [`archive/SESSION_LOG_2026-01-07.md`](./archive/SESSION_LOG_2026-01-07.md) |
98
+
99
+ ## Source of Truth Rules
100
+
101
+ - Each topic should have one authoritative file; supporting docs should link back to that canonical file.
102
+ - When creating a new doc, assign it to a taxonomy category and mark whether it is canonical or supporting.
103
+ - If a canonical file changes, update `Last reviewed` and verify inbound links from this index.
@@ -0,0 +1,97 @@
1
+ # Reference Site Scroll Effect Analysis
2
+
3
+ **Updated: 2026-02-10**
4
+ **Status**: COMPLETE — Visual analysis via Playwright screenshots + source-code parsing.
5
+
6
+ ---
7
+
8
+ ## Methodology
9
+
10
+ ### Phase 1: Source-Code Analysis (HTML/CSS parsing)
11
+ Extracted CSS transition durations, easing functions, framework IDs, class patterns.
12
+
13
+ ### Phase 2: Visual Analysis (Playwright screenshots)
14
+ Captured real Chromium screenshots at 8-11 scroll positions per site using wheel-based scrolling (triggers Lenis/GSAP animations). Tool: `tools/site-analyzer.mjs` with local proxy forwarder.
15
+
16
+ ---
17
+
18
+ ## Sites Analyzed
19
+
20
+ | # | URL | Framework | Status |
21
+ |---|-----|-----------|--------|
22
+ | 1 | weare-simone.webflow.io | Webflow + GSAP + Lenis + SplitType | COMPLETE |
23
+ | 2 | facetad.com | Wix Thunderbolt + Lenis | COMPLETE |
24
+ | 3 | clickerss.com | Wix Thunderbolt + View Transitions API | COMPLETE |
25
+ | 4 | tableside.com.au | Wix Thunderbolt | COMPLETE |
26
+ | 5 | wix.com/studio/inspiration/space | Wix Studio | 404 (page removed) |
27
+
28
+ ### Detailed Analysis Documents
29
+ - `DOCS/VISUAL_ANALYSIS_SIMONE.md` — Frame-by-frame + 7 design patterns
30
+ - `DOCS/VISUAL_ANALYSIS_FACETAD.md` — Frame-by-frame + 6 design patterns
31
+ - `DOCS/VISUAL_ANALYSIS_CLICKERSS.md` — Frame-by-frame + 5 design patterns
32
+ - `DOCS/VISUAL_ANALYSIS_TABLESIDE.md` — Frame-by-frame + 5 design patterns
33
+ - `DOCS/CROSS_SITE_DESIGN_PATTERNS.md` — Synthesized actionable patterns + priority actions
34
+
35
+ ---
36
+
37
+ ## Source-Code Findings (Verified from HTML/CSS)
38
+
39
+ ### CSS Transition Patterns
40
+
41
+ **clickerss.com:**
42
+ - View Transition API with named groups (header-group, footer-group, page-group)
43
+ - Slide transitions: 0.6s `cubic-bezier(.83,0,.17,1)`
44
+ - Multi-state opacity classes with different easings per state
45
+ - Marquee animation: `40s linear infinite` with pause-on-hover
46
+ - **Visual confirmation**: Massive B&W hero photo, serif text-image interweaving, typography-as-CTA footer
47
+
48
+ **facetad.com:**
49
+ - Lenis smooth scroll: `lerp: 0.1`, `wheelMultiplier: 0.7`
50
+ - 4-layer background compositing (base + masked image + blend overlay + shadow)
51
+ - Dynamic z-index via `data-z-counter` attributes
52
+ - **Visual confirmation**: Parallelogram clip-path images, diagonal section dividers, scattered gallery with z-stacking, diagonal cream→red color transition
53
+
54
+ **tableside.com.au:**
55
+ - Blur-to-sharp load: `blur(9px) → blur(0)` over 0.8s
56
+ - Fixed pinned overlay layer system
57
+ - 9+ hamburger icon animation variants with multi-line stagger
58
+ - **Visual confirmation**: Bold coral/cream/navy three-tone palette, variable-size portfolio cards, split-color footer (vertical cream/navy)
59
+
60
+ **weare-simone.webflow.io:**
61
+ - SplitType character-level text reveals with `y: "100%"` stagger
62
+ - Dark/light mode threshold switching at 2% viewport band
63
+ - GSAP Flip.js navigation shape morphing (0.4s power2.out)
64
+ - **Visual confirmation**: Giant wordmark hero, hard cream→dark-teal mode switch, zigzag asymmetric case study cards, floating product images, marquee CTA, outlined typography echo at footer
65
+
66
+ ---
67
+
68
+ ## Visual Findings Summary
69
+
70
+ ### Pattern Verification Results
71
+
72
+ | Pattern (from CSS) | Visual Result |
73
+ |---|---|
74
+ | Multi-stage opacity | Could not test — requires interaction capture |
75
+ | Character reveal from below | SplitType present but needs JS trigger, not visible in static screenshots |
76
+ | Blur rack-focus | Not visible in screenshots — happens at load time |
77
+ | 4-layer compositing depth | Facetad confirms depth via parallelogram z-stacking, not traditional parallax |
78
+ | Dark/light threshold (Simone) | CONFIRMED — hard snap at section boundary, very dramatic |
79
+ | Card overlap stacking | CONFIRMED (Simone) — creates real depth with zigzag alternation |
80
+ | Lenis momentum | Cannot test in screenshots — requires scroll-feel testing |
81
+
82
+ ### Newly Discovered Patterns (Not in source code)
83
+
84
+ These patterns were discovered through visual analysis that could NOT be inferred from source code:
85
+
86
+ 1. **Parallelogram clip-path galleries** (Facetad) — images all use skewed non-rectangular shapes
87
+ 2. **Diagonal section dividers** (Facetad) — 30-40deg angle, consistent site-wide
88
+ 3. **Text-image interweaving** (Clickerss) — massive text overlaps/shares space with images
89
+ 4. **Variable card sizing** (Tableside) — portfolio cards deliberately vary in height
90
+ 5. **Split-color sections** (Tableside) — vertical cream/navy split in footer
91
+ 6. **Extreme negative space** (Facetad) — hero is 95% empty, one line of text
92
+ 7. **Typography-as-CTA** (Clickerss) — viewport-filling text IS the call-to-action
93
+ 8. **Footer typography echo** (Simone) — hero's filled wordmark becomes outlined strokes at footer
94
+
95
+ ---
96
+
97
+ *Analysis complete. See CROSS_SITE_DESIGN_PATTERNS.md for actionable VIB3+ implementation plan.*
@@ -0,0 +1,111 @@
1
+ # Strategic Roadmap
2
+
3
+ This roadmap maps product strategy goals from [`DOCS/PRODUCT_STRATEGY.md`](./PRODUCT_STRATEGY.md) to technical epics and the primary module ownership areas.
4
+
5
+ ## Goal-to-Epic Mapping
6
+
7
+ | Strategy Goal | Technical Epic | Primary Module(s) | Representative Outcomes |
8
+ |---|---|---|---|
9
+ | Increase developer adoption and time-to-first-value | **Epic A: Engine Reliability & DX Foundation** | `src/core/` | Faster setup, safer defaults, stronger API consistency, fewer integration regressions |
10
+ | Expand production integrations across frameworks and tools | **Epic B: Integration Surface Expansion** | `src/integrations/` | Stable adapters, clearer compatibility matrix, improved framework lifecycle parity |
11
+ | Deliver differentiated high-end capabilities | **Epic C: Advanced Runtime Capability Layer** | `src/advanced/` | Maturity of XR/WebGPU/worker/MIDI/AI features with progressive enhancement |
12
+ | Enable AI-native and autonomous workflows | **Epic D: Agent Tooling & Automation Plane** | `src/agent/` | More robust MCP/CLI operations, automation-safe contracts, better observability |
13
+ | Prove performance and enterprise readiness | **Epic E: Measurable Quality & Operability** | `src/core/`, `src/integrations/`, `src/advanced/`, `src/agent/` | Telemetry-driven performance baselines, integration usage analytics, release confidence |
14
+
15
+ ## Epic Details
16
+
17
+ ### Epic A — Engine Reliability & DX Foundation (`src/core/`)
18
+ - Harden lifecycle management and error semantics.
19
+ - Improve parameter validation and migration compatibility.
20
+ - Establish performance budgets (frame-time, init time, memory envelopes).
21
+ - Expand deterministic test coverage for system switching and geometry/rotation paths.
22
+
23
+ ### Epic B — Integration Surface Expansion (`src/integrations/`)
24
+ - Standardize adapter contracts across React/Vue/Svelte and other supported integrations.
25
+ - Improve SSR/hydration safety and runtime capability detection.
26
+ - Publish integration-level examples and troubleshooting baselines.
27
+ - Track adapter usage and breakage signals by runtime/framework version.
28
+
29
+ ### Epic C — Advanced Runtime Capability Layer (`src/advanced/`)
30
+ - Mature feature gating and fallback behavior for XR/WebGPU/worker contexts.
31
+ - Define quality levels for advanced features with explicit hardware constraints.
32
+ - Improve interoperability between advanced modules and core parameter controls.
33
+ - Add scenario-based benchmarks for high-complexity scenes.
34
+
35
+ ### Epic D — Agent Tooling & Automation Plane (`src/agent/`)
36
+ - Stabilize MCP and CLI command contracts for autonomous agents.
37
+ - Improve schema validation, command discoverability, and failure diagnostics.
38
+ - Add policy and safety guardrails for generated presets/actions.
39
+ - Instrument end-to-end agent workflows for reliability and latency.
40
+
41
+ ### Epic E — Measurable Quality & Operability (Cross-cutting)
42
+ - Create a unified KPI pipeline for adoption, performance, and integration usage.
43
+ - Define release gates tied to strategy metrics (P95 frame-time, integration pass rates).
44
+ - Establish long-running regression suites across representative environments.
45
+ - Align docs and onboarding with telemetry-informed friction points.
46
+
47
+ ## Suggested Milestones
48
+
49
+ | Milestone | Focus | Success Signal |
50
+ |---|---|---|
51
+ | **M1: Core Confidence** | Epic A + baseline Epic E instrumentation | Reduced regressions, improved startup latency, stronger API stability |
52
+ | **M2: Integration Scale** | Epic B + cross-framework QA | Higher integration adoption and lower support burden |
53
+ | **M3: Advanced Differentiation** | Epic C with measurable fallback quality | Increased use of advanced modules without reliability drop |
54
+ | **M4: Agentic Operations** | Epic D + operational telemetry | Reliable automated workflows and growing agent-tooling utilization |
55
+
56
+ ## Module Ownership Summary
57
+ - **`src/core/`** anchors reliability, performance, and API continuity.
58
+ - **`src/integrations/`** drives ecosystem reach and developer adoption.
59
+ - **`src/advanced/`** delivers premium differentiation and future-facing capabilities.
60
+ - **`src/agent/`** enables AI-native operation, orchestration, and scale.
61
+ # VIB3 SDK Roadmap
62
+
63
+ This roadmap tracks delivery milestones by quarter with explicit status signals, ownership, and dependencies to active code paths.
64
+
65
+ ## Status Legend
66
+
67
+ - **Planned**: Not started, scoped for target quarter.
68
+ - **In Progress**: Active engineering work is underway.
69
+ - **Blocked**: Waiting on dependency, design decision, or infra.
70
+ - **Done**: Delivered and verified.
71
+
72
+ ## What changed this week
73
+
74
+ - Consolidated historical session logs into `DOCS/dev-tracks/` so day-to-day notes are archived but still discoverable from milestones.
75
+ - Added this quarterly roadmap as the single front door for progress and status.
76
+ - Linked current milestones to concrete code-path dependencies and evidence docs to reduce context-hunting.
77
+
78
+ ## 2026 Q1 Milestones
79
+
80
+ | Milestone | Status | Owner | Target date | Dependency links (code paths) | Evidence |
81
+ |---|---|---|---|---|---|
82
+ | Stabilize core rendering + lifecycle contracts | **In Progress** | Core Runtime Team | 2026-03-31 | `src/core/`, `src/core/renderers/`, `src/viewer/` | [Dev Track 2026-02-06](dev-tracks/DEV_TRACK_SESSION_2026-02-06.md), [Renderer lifecycle notes](RENDERER_LIFECYCLE.md) |
83
+ | Ship MCP/agent integration hardening | **In Progress** | Agent Platform Team | 2026-03-31 | `src/agent/`, `src/integrations/`, `tools/` | [Dev Track 2026-02-06](dev-tracks/DEV_TRACK_SESSION_2026-02-06.md), [CLI onboarding](CLI_ONBOARDING.md) |
84
+ | Eliminate known export + packaging regressions | **Done** | Release Engineering | 2026-02-15 | `src/export/`, `types/`, `tools/` | [Dev Track 2026-01-31](dev-tracks/DEV_TRACK_SESSION_2026-01-31.md), [Master plan](MASTER_PLAN_2026-01-31.md) |
85
+
86
+ ## 2026 Q2 Milestones
87
+
88
+ | Milestone | Status | Owner | Target date | Dependency links (code paths) | Evidence |
89
+ |---|---|---|---|---|---|
90
+ | Advanced visualization subsystem parity | **Planned** | Graphics Team | 2026-06-30 | `src/advanced/`, `src/shaders/`, `src/holograms/` | [WebGPU status](WEBGPU_STATUS.md), [XR benchmarks](XR_BENCHMARKS.md) |
91
+ | Cross-platform integration SDK examples refresh | **Planned** | Developer Experience Team | 2026-06-15 | `src/integrations/`, `examples/`, `tools/` | [Project setup](PROJECT_SETUP.md), [Env setup](ENV_SETUP.md) |
92
+ | Observability + telemetry export baseline | **Blocked** | Data & Ops | 2026-06-30 | `src/telemetry/`, `tools/`, `src/core/` | [Telemetry exports](TELEMETRY_EXPORTS.md), [CI testing](CI_TESTING.md) |
93
+
94
+ ## 2026 Q3 Milestones
95
+
96
+ | Milestone | Status | Owner | Target date | Dependency links (code paths) | Evidence |
97
+ |---|---|---|---|---|---|
98
+ | Public API reference + docs site automation | **Planned** | Documentation Team | 2026-09-30 | `src/`, `types/`, `tools/` | [Repo manifest](REPO_MANIFEST.md), [System inventory](SYSTEM_INVENTORY.md) |
99
+ | Production-ready web tooling for builders | **Planned** | Tooling Team | 2026-09-15 | `tools/`, `src/integrations/`, `src/cli/` | [CLI onboarding](CLI_ONBOARDING.md), [Export formats](EXPORT_FORMATS.md) |
100
+
101
+ ## 2026 Q4 Milestones
102
+
103
+ | Milestone | Status | Owner | Target date | Dependency links (code paths) | Evidence |
104
+ |---|---|---|---|---|---|
105
+ | Platform reliability + perf hardening | **Planned** | Platform Team | 2026-12-15 | `src/core/`, `src/advanced/`, `tools/` | [GPU disposal guide](GPU_DISPOSAL_GUIDE.md), [CI testing](CI_TESTING.md) |
106
+ | Community and ecosystem expansion package | **Planned** | Ecosystem Team | 2026-12-31 | `src/integrations/`, `examples/`, `tools/` | [Cross-site design patterns](CROSS_SITE_DESIGN_PATTERNS.md), [Multiviz choreography](MULTIVIZ_CHOREOGRAPHY_PATTERNS.md) |
107
+
108
+ ## Historical log policy
109
+
110
+ - Detailed, date-based implementation logs live in `DOCS/archive/` or `DOCS/dev-tracks/`.
111
+ - Roadmap milestones link to those logs as evidence, so progress is visible without opening multiple dated files.
@@ -0,0 +1,269 @@
1
+ # VIB3+ Landing Page — Complete Scroll Timeline v3
2
+
3
+ ## GPU-First Redesign: Real Visualizers Everywhere
4
+
5
+ **Core principle**: Canvas2D (AmbientLattice) is ONLY for the cascade cards (small cards where GPU contexts would be wasted). Every section background, every dramatic moment uses REAL GPU systems — Quantum, Holographic, Faceted — in coordinated multi-system arrangements.
6
+
7
+ **ContextPool budget**: Max 3 concurrent. Sections are sequential + pinned, so we acquire/release at boundaries.
8
+
9
+ ---
10
+
11
+ ## SCROLL MAP (Approximate vh positions)
12
+
13
+ ```
14
+ Position Section GPU Contexts Active Multi-System Events
15
+ ─────────── ──────────────────── ─────────────────────────── ─────────────────────────
16
+ 0-800vh OPENING 1: Quantum (opening) Solo: canvas → text mask → lattice
17
+ ~800vh divider 0→1 swap Portal glow transition
18
+ 800-900vh HERO 1: Quantum (hero) Solo: parameter arc builds energy
19
+ ~900vh divider 1→1 swap Flash handoff hero→morph
20
+ 900-2100vh MORPH (pinned) 1: Q→H→F rotating System swap choreography
21
+ ~2100vh divider 1→1 Portal out
22
+ 2100-2400vh PLAYGROUND 1: user-controlled Interactive — user drives
23
+ ~2400vh divider 1→3 acquire Three-system awakening
24
+ 2400-2600vh TRIPTYCH 3: Q+H+F split-screen ★ CLIP-PATH TERRITORY WAR
25
+ ~2600vh divider 3→2 swap ★ TRIPTYCH→CASCADE HANDOFF
26
+ 2600-3000vh CASCADE (pinned) 2: Q+H background ★ DUAL GPU BEHIND CARDS
27
+ + Canvas2D cards GPU systems react to active card
28
+ ~3000vh divider 2→2 swap ★ CASCADE→ENERGY HANDOFF
29
+ 3000-3250vh ENERGY (pinned) 2: Q bg + F card ★ TWO-SYSTEM ENERGY EXCHANGE
30
+ ~3250vh divider 2→1 Drain → agent
31
+ 3250-3400vh AGENT 1: H background GPU holographic behind code
32
+ ~3400vh divider 1→2 acquire ★ FINALE BUILDS
33
+ 3400-3500vh CTA 2: Q+F dueling ★ DUAL SYSTEM FINALE
34
+ ~3500vh footer 0 Silence
35
+ ```
36
+
37
+ ---
38
+
39
+ ## SECTION-BY-SECTION CHOREOGRAPHY
40
+
41
+ ### 1. OPENING (0-800vh) — Solo Quantum
42
+
43
+ **GPU**: 1 context (Quantum → `opening-canvas`)
44
+ **Multi-system**: None (intentional — solo introduction)
45
+
46
+ | Scroll % | Phase | Parameters |
47
+ |-----------|--------------------------|-------------------------------------|
48
+ | 0-12% | Dark canvas, subtle | intensity: 0.3→0.5, geo: 11 |
49
+ | 12-35% | Text letters cascade in | hue: 220→280, rot4dXW accelerates |
50
+ | 28-48% | SVG mask: canvas through text | chaos: 0.05→0.4, speed rises |
51
+ | 45-75% | Lattice parallax layers | gridDensity oscillates, dimension drops |
52
+ | 74-96% | Text fades, lattice locks| speed settles, intensity peaks 0.85 |
53
+ | 96-100% | Everything fades out | intensity→0 |
54
+
55
+ ---
56
+
57
+ ### 2. HERO (800-900vh) — Solo Quantum
58
+
59
+ **GPU**: 1 context (Quantum → `hero-canvas`)
60
+
61
+ | Scroll % | Phase | Parameters |
62
+ |-----------|--------------------------|-------------------------------------|
63
+ | 0-25% | Calm lattice, badges in | geo: 3, speed: 0.4, chaos: 0.05 |
64
+ | 25-55% | Geometry shift, energy builds | geo: 2→4, rot4dXW ramps, density↑ |
65
+ | 55-80% | Peak energy | hue sweeps 210→290, chaos↑, morph peaks |
66
+ | 80-100% | Dramatic 4D rotation burst | rot4dZW spike, dimension drops |
67
+
68
+ Content: Badge → title chars → subtitle → system label → scroll indicator
69
+
70
+ ---
71
+
72
+ ### 3. MORPH (900-2100vh pinned) — Rotating Single System
73
+
74
+ **GPU**: 1 context, swaps Q(stages 0-1) → H(stages 2-3) → F(stages 4-5)
75
+
76
+ 6 stages, each ~200vh:
77
+ - **Emergence**: Low density, slow, Quantum
78
+ - **Dimensional Shift**: rot4dXW ramps, Quantum
79
+ - **Three Voices**: Voice labels appear, Holographic
80
+ - **Convergence**: Card grows, density peaks, Holographic
81
+ - **Spectral Rupture**: Card near-fullscreen, max chaos/speed, Faceted
82
+ - **Resolution**: Card shrinks, calm, Faceted
83
+
84
+ Card morphs: circle → rounded rect → holds → grows → near-fullscreen → medium
85
+
86
+ ---
87
+
88
+ ### 4. PLAYGROUND (2100-2400vh) — User-Controlled
89
+
90
+ **GPU**: 1 context (user picks Q/H/F)
91
+ No choreography — user drives all params via sliders.
92
+
93
+ ---
94
+
95
+ ### 5. TRIPTYCH (2400-2600vh) — ★ THREE-SYSTEM SPLIT-SCREEN
96
+
97
+ **GPU**: 3 contexts (Quantum left, Holographic center, Faceted right)
98
+
99
+ This is the first multi-system moment. All 3 visualization engines running simultaneously.
100
+
101
+ | Scroll % | Phase | Coordination Event |
102
+ |-----------|------------------------------|-----------------------------------------|
103
+ | 0-15% | Columns slide in | Left dominates (40% width), right small (26%) |
104
+ | 15-30% | Systems differentiate | Triadic hue rotation, phase-locked 4D rotation at 120° offsets |
105
+ | 30-50% | ★ CONVERGENCE | Columns equalize, shared heartbeat peaks, hues pull toward unity |
106
+ | 50-70% | Call & response | Left chaos → center speed → right morph (chain reaction) |
107
+ | 70-85% | Right dominates | Split lines shift: right takes 40%, left shrinks to 26% |
108
+ | 85-100% | ★ CRYSTALLIZATION BRIDGE | All 3 systems: density↑↑, speed→0, chaos→0 (frozen moment) |
109
+
110
+ **Coordination signals** (all running simultaneously):
111
+ 1. **Shared heartbeat**: `sin(p * PI * 2)` — pulse all 3 systems breathe to
112
+ 2. **Energy conservation**: total intensity ≈ 2.0 distributed across 3 systems
113
+ 3. **Triadic hue**: base rotates, each system 120° apart, converges at midpoint
114
+ 4. **Phase-locked 4D**: rot4dXW at 0°, 120°, 240° — a coordinated 4D dance
115
+ 5. **Density cross-feed**: left ramps up, right ramps down, center bridges
116
+ 6. **Call & response**: left chaos → center speed → right morphFactor chain
117
+ 7. **Mouse X shifts split lines**: cursor position moves column boundaries ±6%
118
+
119
+ ---
120
+
121
+ ### 6. CASCADE (2600-3000vh pinned) — ★ DUAL GPU + Canvas2D Cards
122
+
123
+ **GPU**: 2 contexts (Quantum + Holographic as shared background)
124
+ **Canvas2D**: AmbientLattice for individual card faces only
125
+
126
+ **NEW**: Two real GPU systems render as a SPLIT-SCREEN BACKGROUND behind the scrolling cards. As the active card changes, the GPU backgrounds react — one mirrors the card's geometry, the other plays the complementary opposite. The card scroll position drives the split line between the two GPU backgrounds.
127
+
128
+ | Scroll % | Phase | GPU Background Behavior |
129
+ |-----------|-------------------------------|----------------------------------------|
130
+ | 0-10% | Cards enter with stagger | Q+H backgrounds fade in, split 50/50 |
131
+ | 10-30% | Card 0 active (Tetra, 190°) | Q mirrors: geo 0, hue 190. H opposes: geo 16, hue 10 |
132
+ | 30-50% | Card 1 active (HTorus, 300°) | Q: geo 11, hue 300. H: geo 5, hue 120 |
133
+ | 50-70% | Card 2 active (HTetra, 35°) | Q: geo 16, hue 35. H: geo 2, hue 215 |
134
+ | 70-90% | Card 3+ active | Split line tracks card position |
135
+ | 90-100% | Cards exit, GPUs crystallize | Both systems converge to same params |
136
+
137
+ **Card-GPU coordination**:
138
+ - Active card's AmbientLattice params echo into GPU backgrounds (dampened)
139
+ - GPU backgrounds' rotation drives CSS `--q-xw` for card tilt effects
140
+ - Split between Q and H follows mouse X position ±15% from center
141
+ - When cards cross the GPU split line: flash transition, hue swap
142
+
143
+ ---
144
+
145
+ ### 7. ENERGY (3000-3250vh pinned) — ★ TWO-SYSTEM ENERGY EXCHANGE
146
+
147
+ **GPU**: 2 contexts (Quantum background + Faceted card)
148
+
149
+ Two real GPU systems that actively EXCHANGE energy through the GSAP timeline.
150
+
151
+ | Scroll % | Phase | Multi-System Event |
152
+ |-----------|-------------------------------|-----------------------------------------|
153
+ | 0-15% | BG awakens, card enters | Q bg: low intensity. F card: rising from below |
154
+ | 15-30% | Card overshoot + settle | Q bg: responds to card motion — intensifies as card peaks |
155
+ | 30-50% | Hold — tilt interactive | Q bg + F card: counter-rotation. Card chaos → bg brightness |
156
+ | 50-60% | ★ ENERGY DRAIN | Card intensity drains TO background. Q bg: max intensity, hue shifts |
157
+ | 60-75% | ★ GEOMETRY MORPH | Card & bg swap geometries — card gets bg's geo, bg gets card's |
158
+ | 75-88% | ★ ENERGY RETURN | Background drains back TO card. Inverse of drain phase |
159
+ | 88-100% | Card spins out | Q bg fades, card exits with rotation |
160
+
161
+ **"Energy Transfer" button**: Triggers full drain→morph→return cycle as a GSAP timeline independent of scroll:
162
+ 1. Card: intensity 0.6→0.05, density 30→4, chaos spikes
163
+ 2. Background: intensity 0.2→0.8, density 16→55, hue shifts 90°
164
+ 3. Both: geometry swap, rot4dXW = PI
165
+ 4. Reverse: everything smoothly returns over 2.5s
166
+
167
+ ---
168
+
169
+ ### 8. AGENT (3250-3400vh) — Single GPU Background
170
+
171
+ **GPU**: 1 context (Holographic → `agent-canvas`)
172
+
173
+ **NEW**: Replace Canvas2D with Holographic GPU system. The 5-layer glassmorphic holographic system is perfect behind glassmorphic agent cards — visual language matches.
174
+
175
+ | Scroll % | Phase | GPU Behavior |
176
+ |-----------|------------------------------|----------------------------------------|
177
+ | 0-20% | Header reveals | H: low intensity, geo 3, slow |
178
+ | 20-60% | Agent cards stagger in | H: each card reveal triggers a density pulse |
179
+ | 60-80% | Code block reveals | H: hue shifts toward code-highlight colors |
180
+ | 80-100% | ★ CRESCENDO BUILD | H: speed↑↑, chaos↑↑, density↑↑, vignette closes |
181
+
182
+ **Speed crescendo** (pre-CTA dramatic tension):
183
+ - 60% → 80%: All params accelerate exponentially
184
+ - 80% → 88%: THE SILENCE — everything drops to zero, full black
185
+ - 88% → 100%: Gentle rebirth — minimal intensity, slow speed, setting up CTA
186
+
187
+ ---
188
+
189
+ ### 9. CTA (3400-3500vh) — ★ DUAL SYSTEM FINALE
190
+
191
+ **GPU**: 2 contexts (Quantum + Faceted as dueling finales)
192
+
193
+ **NEW**: The final section gets TWO real GPU systems that DUEL — split screen, opposing parameters, converging at the end to create a unified "come together" moment.
194
+
195
+ | Scroll % | Phase | Multi-System Event |
196
+ |-----------|-------------------------------|-----------------------------------------|
197
+ | 0-20% | Emerge from silence | Q left, F right — both at intensity 0.1, slowly rising |
198
+ | 20-40% | Systems differentiate | Q: cool hues, high density, slow. F: warm, low density, fast |
199
+ | 40-60% | ★ OPPOSITION | Q + F: opposing rotations, complementary hues, fighting |
200
+ | 60-80% | ★ CONVERGENCE | Systems pull toward matching params — hues merge, speed syncs |
201
+ | 80-100% | ★ UNITY | Both match: same hue, same rotation, same geometry — ONE SYSTEM |
202
+
203
+ **Split line**: Diagonal (not vertical) — rotates from 45° to 0° (horizontal) to vertical during scroll.
204
+
205
+ ---
206
+
207
+ ## CROSS-SECTION COORDINATION EVENTS
208
+
209
+ ### A. Triptych → Cascade Handoff (~2600vh)
210
+ 1. Triptych's 3 GPUs crystallize (density max, speed zero, frozen)
211
+ 2. Release 1 GPU (Faceted), keep Quantum + acquire Holographic for cascade BG
212
+ 3. Flash transition on divider SVG
213
+ 4. Cascade cards stagger-appear with chaos burst
214
+
215
+ ### B. Cascade → Energy Handoff (~3000vh)
216
+ 1. Cascade's dual BG systems converge to identical params
217
+ 2. Release Holographic, swap Quantum to energy-bg, acquire Faceted for energy card
218
+ 3. Energy card enters from below through cascade's frozen background
219
+
220
+ ### C. Energy → Agent Handoff (~3250vh)
221
+ 1. Energy's dual GPUs drain (card spins out, background fades)
222
+ 2. Release both, acquire 1 Holographic for agent background
223
+ 3. Agent section fades in over holographic backdrop
224
+
225
+ ### D. Agent → CTA Handoff (~3400vh)
226
+ 1. Agent Holographic accelerates in speed crescendo
227
+ 2. THE SILENCE — everything drops to black
228
+ 3. Release Holographic, acquire Quantum + Faceted for CTA finale
229
+ 4. Dual systems emerge from darkness
230
+
231
+ ---
232
+
233
+ ## GPU CONTEXT LIFECYCLE (Max 3 Concurrent)
234
+
235
+ ```
236
+ Section | Slot 1 | Slot 2 | Slot 3
237
+ ─────────── | ─────────────── | ─────────────── | ───────────────
238
+ Opening | Quantum | |
239
+ Hero | Quantum | |
240
+ Morph | Q/H/F rotating | |
241
+ Playground | Q/H/F user | |
242
+ Triptych | Quantum | Holographic | Faceted
243
+ Cascade | Quantum | Holographic |
244
+ Energy | Quantum | Faceted |
245
+ Agent | Holographic | |
246
+ CTA | Quantum | Faceted |
247
+ ```
248
+
249
+ Peak usage: Triptych at 3/3. All other multi-system sections use 2/3.
250
+
251
+ ---
252
+
253
+ ## MOUSE/TOUCH REACTIVITY (Global)
254
+
255
+ Every visible GPU system responds to mouse position:
256
+ - **Triptych**: Mouse X shifts clip-path split lines (columns fight for space)
257
+ - **Cascade**: Mouse X shifts GPU background split line
258
+ - **Energy**: Mouse drives card tilt + background counter-rotation
259
+ - **CTA**: Mouse shifts diagonal split line angle
260
+ - **All sections**: Mouse Y drives subtle intensity modulation on visible GPU systems
261
+
262
+ ---
263
+
264
+ ## CANVAS2D (AmbientLattice) — MINIMAL USAGE
265
+
266
+ AmbientLattice ONLY used for:
267
+ 1. **Cascade card faces** (4-6 small cards — GPU contexts would be wasted on small canvases)
268
+
269
+ NOT used for: energy background, agent background, CTA background (all now GPU)