OpenZhenZhen AI 提示词画廊 · Claude Opus 5.5 · video

从房间缩放到夸克的3D场景

3D Scene Zooming from a Room to a Quark

一个从房间一路缩放穿过MacBook、芯片直到原子、夸克的HTML/Three.js动画,由Opus 5.5一次性更新完成,提示词发布在作者的Gist链接中。 原作需要参考素材;请自行准备图片、视频、音频、文档或代码库等输入。

从房间缩放到夸克的3D场景 — AI video creation
从房间缩放到夸克的3D场景

提示词 / Prompt

English prompt

INFINIZOOM Build infinizoom: a procedural infinite-zoom world. The deliverable is a self-contained BunJS project. Running `bun run server` must build and serve it (wire up the corresponding "server" script in package.json). Three local assets exist in this directory and must be used: ./macbook_interior.png (a real MacBook Pro teardown photo), ./apple_m4_scheme.png (Apple's M4 die floorplan diagram), and ./wallpaper.jpg (a 1920×1200 desktop wallpaper photo). Load the wallpaper from this local file — never fetch content from external servers (the sole exception: three.js itself may be imported from a CDN by URL). The world A single 3D world is traveled indefinitely along a fixed camera track that zooms through these levels: Main route: a room → a desk → a MacBook Pro → inside the chassis → the logic board → the Apple M4 package → the M4 die → a performance core → an integer ALU block → a standard logic cell → a FinFET transistor → a material cross-section inside the fin → the silicon crystal lattice → one unit cell → an atom → its nucleus → a nucleon → a quark. Logic gates and circuits (AND, OR, etc.) should be animated as it computes. Screen branch: exactly one bifurcation, hovering above the MacBook. Choosing the other side dives into the display instead: the screen → the display panel → pixel tiles → a pixel block → one pixel → its R/G/B sub-pixel LEDs → the emissive layer → an emitter molecule → and converges to the same atom → nucleus → nucleon → quark tail. The leds must be accurate: 1-to-1 mapping from screen pixels to leds, and their colors must match the color of that pixel. The screen is animated and the LEDs are updated to match the animation in real time. Riding the track forward IS zooming in; riding backward is zooming out. The design must extend additively: adding a new structure = one render function + one call in its parent; adding a bifurcation = one more route; a future backward extension (t < 0: out the window → city → planet → universe) must require only prepending track levels. A time parameter must be threaded through everything so all animation stays possible at any depth. Architecture (hard constraints) - Mutable state is EXACTLY: one float t (position along the track), one branch bitstring (0 = left/A, 1 = right/D; a bit is pushed when passing a fork and popped when backing out below it), and raw input (keys held, mouse position). Every frame is a pure function of (t, branches, raw input, wall-clock time). No other state — no scene graph, no node objects, no stored world data, no caches of world structure. - Renderers are pure functions that call their children directly: render_room() calls render_desk() calls render_macbook() … down to render_quark(). No dispatch layer, no classes. The call stack is the scene traversal. - Scale-space warping via local unit frames: floats cannot hold meters and femtometers at once, so every renderer works in its own ~unit-sized local frame, and the camera is re-expressed into each child frame. Geometry math is done camera-relative in doubles, cast to float only at the very end, so the picture is artifact-free across all ~17 decades of scale. The exact same layout constants must place structures for rendering AND author the track — one source of truth, or the camera drifts visibly off the line. - Immediate-mode rendering over three.js: every frame, the recursion emits primitives into instanced pools; three.js is only a rasterizer. Nothing off-screen or sub-pixel is emitted or recursed into. The track and the camera - Speed: fast. The whole main ride should take roughly 20 seconds, with a comfortable, constant-feeling time per level (exponential zoom feel) and gentle easing near the fork and the track ends. - Shape: gently curved arcs. Not wandering, roundabout, or random-direction — but also NOT dead-straight rays. Soft, purposeful curves. - The green line: the track is always visible in-scene as a translucent green line. It must be an infinitesimal line: ~2 pixels wide on screen at EVERY distance, implemented as a true GL line primitive (not tubes, not rods, not meshes of any kind), transparent (never rock-solid), and it must NEVER grow wider as it approaches or passes the camera — it is literally a path line, visible both near and far. - The camera must never look at nothing. At every instant of the ride the view must be filled with structure. Concretely: every level approach is a diagonal glide (roughly 45°) over the parent surface — never a low horizontal skim (which puts empty void in the upper half of the screen) and never a straight-down drop (which degenerates the camera roll). Every level must render rich, non-uniform content at the distance where the camera arrives — never a flat gray plate. - Dive points land dead-center inside meaningful sub-structures. The line must enter the CENTER of one of the small colored squares (a specific core on the die, a specific block in the core, a specific pixel on the screen) — never a border, edge, gap, seam, or gray filler zone. The boundary transitions between levels (e.g. performance core → integer ALU block, "100 µm across") must be scrutinized: the camera must be looking at detailed structure the whole way through. - Occlusion never pops: every shell the camera is about to pierce (the keyboard deck, the transistor's gate, the LED's cathode, the screen's cover glass…) fades away smoothly as a pure function of t shortly before the camera reaches it, and fades back identically when riding out. Controls and HUD - W rides deeper, S rides back. - At the bifurcation: a big translucent ‹ on the left edge and › on the right edge of the screen, each labeled with its key (A / D), with the currently selected side highlighted/glowing. No sentence-style instruction text. - Mouse moves the glance direction with a full 360° range — the rider can look all the way around, including behind. - A title at the top-left always names where we are right now (e.g. "performance core") together with the current physical scale ("3.2 mm across"). Content — fidelity and density Everything must be densely detailed — think "10× more detail than feels sufficient" — and hiding must be un-aggressive: distant and peripheral objects stay visible; more detail is always preferred over less. Everything plausible must be animated and alive. - The room and desk: a believable day-lit room (window, curtains, floor, walls, shelf, chair, door, rug, a wall clock whose hands actually run, lamps, cables) and a believable desk (the MacBook, a potted plant, paper, a mug, books, phone, pens…). - The MacBook exterior: correct proportions, full keyboard with per-key legends, trackpad, ports, hinge, screen bezel with notch and camera. - The MacBook interior: there are many components inside a MacBook — reproduce them in pixel-perfect locations matching ./macbook_interior.png: the two fans (with visibly SPINNING, clearly readable impeller blades — use few chunky blades, not a dense blur), the S-curved heat pipe and heat spreader, the black logic board carpeted in passives with EMI shields and chips, the antenna bar along the hinge, side port boards, the 4-corner + 2-tall-center battery cell layout with printed labels, aluminum struts, the trackpad flex cable running down the middle to its gold connector, the flanking speakers, tape, thermal pads, screws — all of it. - The M4 die: block placement faithful to ./apple_m4_scheme.png (4 P-cores + shared L2, 6 E-cores + L2, 10 GPU cores, 16 Neural Engine cores, SLC, media/display engines, ISP, Secure Enclave, memory PHYs on the edges), with no bare/gray substrate anywhere — every area is a labeled block, and blocks show interior sub-structure at every intermediate zoom. The CPU interior (core floorplan: caches, decoders, schedulers, ALUs, FP units, register files…) must be greatly detailed, not a few flat rectangles. - Digital circuits doing operations — explicitly a top-priority feature: the zoom must pass through logic that is visibly COMPUTING. Standard cells are real gates (AND/OR/NAND/NOR/XOR/NOT): their input nets carry live 0/1 signals (bright = 1, dark = 0), their output is the actual boolean function of the inputs, pulses race along wires when gates switch, and whole logic blocks twinkle with switching activity at every zoom level. - Animated electronic simulation: the FinFET's gate runs a live drive waveform, and while it is open, charge carriers visibly flow from source to drain. Continue through real materials: gate oxide, dopants, the diamond-cubic silicon lattice at its true 0.543 nm pitch, into atoms with orbiting electrons, a nucleus with protons/neutrons and an animated gluon field, down to quarks. - The screen must be REAL: a real image at real MacBook-panel fidelity — the bundled ./wallpaper.jpg photo as the desktop background, with a procedurally drawn OS on top (menu bar, dock with recognizable icons, overlapping application windows: a code editor with syntax-colored lines, a file browser, a terminal with a blinking cursor, and a video window that visibly plays, animating at full frame rate). Never a mosaic of colored squares. All levels of the screen (full panel → tiles → pixels → sub-pixel brightness) must sample the SAME image function so content never changes across zoom, and detail must increase strictly monotonically as the camera approaches — at no zoom distance may the screen become LESS detailed than it was a moment before. - The sub-pixel LEDs: each LED is lit by the ACTUAL channel value of the on-screen image at that exact pixel — realistic and accurate, not default colors. Because the screen animates, the LEDs visibly CHANGE color over time. The dive targets a pixel inside the playing video, where R, G and B clearly differ from each other and keep changing. Inside, an LED is not a solid: model the full OLED stack — the TFT drive circuit with its data/scan lines and storage capacitor, the reflective anode, transport layers, the emission layer, the semi-transparent cathode, auxiliary wiring, spacers, encapsulation — with a live simulation: holes drift up, electrons drift down, they recombine in the emission layer with a flash, and photons fly up and out. Below that, the emissive layer resolves into a molecular film, then a single emitter molecule built of real atoms, joining the shared atomic tail. Visual-quality laws - Nothing ever pops, flickers, or z-fights — anywhere, at any scale, moving in either direction. In particular: never emit overlapping coplanar surfaces or nested coincident translucent volumes; and any material exempted from fog (emissive screens, glass, glow) must still be manually distance-faded and culled, or shells belonging to enclosing structures will haunt the camera at deep zooms as giant flickering planes. - All LOD transitions are smooth morphs or strictly-finer refinements of identical content — never a swap to something coarser, blurrier, or differently colored. - Spinning/periodic animations must be tuned to be perceptible (no temporal aliasing that freezes or scrambles them). - Runs at 60 fps. Code Quality Ensure your implementation is concise, minimal, elegant. Use pure functions as much as possible. Keep it very Haskell-like, even though it is TypeScript. Most of the complexity of the function comes from the different objects that are rendered, and each object is a render function. Each renderable object must live in its own file at src/render/<name>.ts — that directory is the one that scales as we add more renderables. Organize the project such that it can scale by just adding more render functions/files under src/render/. Avoid unnecessary complexity.

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