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Corvux — corvux.dpdns.org

Personal site. English + Latin only (no Chinese in rendered content).

Design lineage

Layer Source What was taken
Layout skeleton GitHub Universe '26 Giant wordmark spanning full width, hairline grid, tabular info blocks, single accent colour, Mona Sans typeface
Atmosphere Rhine Lab (rhine-lab-art / RhineLabUI) Crystal spine, magenta point-cloud, dark lab field, wide-tracked mono captions
Section form Rhine Lab archive Card-array presentation → reused as ARXIVS (A/R/X/I/V/S), content swapped to research entries

What is 1:1 from the original

Everything below is carried over verbatim from the reverse-engineered source (see _research/SPINE-SPEC.md for the byte-offset evidence trail):

  • Spine: 40 nodes, y = -0.65·i + 4, rotation.y = 0.4·i, scale = 3.5, position = [0, 3.446, 0]. Nodes overlap ~45% (scale applies before offset).
  • Spine geometry: public/assets/geometry/spine/spine.json — the original spine.bin decompressed (4244 triangles / 12732 vertices).
  • Spine material: original SpineShader GLSL (FBR + matcap + MRO + normal map). Uniforms: uColor #d1fff4, uNormalStrength 0.19, uLight [1,1,1,0.4], uReflection [2.7, 0.85].
  • Particles: 65536 points — the original flower_spine-256.bin decoded with DracoPy. Must stay on the 256 tier: the 512/1024 files are a different, flattened shape, not a denser version of the same point cloud. Per-point colour comes from the point cloud itself (magenta-violet, mean 0.290 / 0.139 / 0.243).
  • Particle shader: gl_PointSize = 0.0275 · DPR · 2.0 · vScale · (1000/dist) · uSizeBias, uSizeBias = 1.0, rgb2hsv → hue jitter → saturation → hsv2rgb → sparkle → distance dim → pow(1.4), flower rotation.y = 100° fixed.
  • Bloom: UnrealBloomPass(0.5, 0.5, 0) + a pow(bloom, 1.8) composite pass.
  • Camera: fov 35, distance ≈ 9.6 from the axis.

Deliberate deviations

Deviation Why
3D is a full-bleed background, not the whole scene The wordmark and text sit on top of it
camera.lookAt follows scroll Drives the corridor; original has a fixed 7-target camera rig
Pointer parallax added Original moveXY = [0, 0] (no parallax) — this is an enhancement
900/dist + clamp(15) on point size Original uses 1000/dist with no cap; at our camera distance a few points sit nearly on the lens and blow up into giant blobs
Matte canvas panels for 3D boards Original uses WebGL text; canvas keeps text crisp and controllable
coreLine (central energy line) Not in the original — our addition

Run

node serve.mjs          # http://127.0.0.1:4177/

No build step. Plain ES modules + vendored Three.js (vendor/).

Structure

index.html
src/main.js          content data, injection, clock, reveal, mail obfuscation
src/scene.js         Three.js: spine, particles, panels, bloom, scroll corridor
src/spine-shader.js  1:1 SpineShader GLSL (FBR chain)
src/style.css        design tokens + layout
serve.mjs            static server (maps /fonts /assets /images → public/)
public/
  assets/geometry/spine/spine.json
  assets/geometry/particles/flower_spine.bin
  assets/images/pbr/*.png, assets/images/room/matcap-test.jpg
  fonts/MonaSans*.woff2
vendor/three/        Three.js r183 + loaders + postprocessing
_research/           reverse-engineering specs + verification reports

Research notes

  • _research/SPINE-SPEC.md — full parameter spec (10 chapters, byte-offset index)
  • _research/VERIFY-SPINE.md — independent QA, round-by-round fidelity scoring
  • _research/ARXIVS-SPEC.md — archive-array geometry and the ARXIVS adaptation

Licence

Site code: ours. Third-party assets retain their own terms — the spine geometry and point cloud come from reverieach/rhine-lab-art, whose THIRD_PARTY_NOTICES.md states the Active Theory runtime is publicly downloadable but not released under a unified open licence. This site is non-commercial and personal; it is not a redistribution of that project.

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