◈ FMVISION WORLD / MOONWATER

THE INVITATION CONTINUES

Moonwater
Passage.

Follow the water. Pass through the far arch.
Climb toward the light, and turn back.

Measured diffuse replaces lighting on the passage stone only. Eight static samples approximate total diffuse; low-order ringing, missing specular and visibility leakage remain. Contact shading uses a separate static AO bake on a second UV atlas.

W/S travel · A/D turn · Shift faster · Drag to look · Escape releases. Walking follows the authored floor route and stair heights; this is not general physics.

Preparing the renderer

Restoring the carved passage…

How this place is made

The original editable Sunward court joins 43 exported passage meshes, generated and inspected on the Blackwell. The kit carries a coherent travertine surface, a stair, an upper landing, and an opening into a return gallery. Stars and terrain occupy real depth beyond the roof.

This live edition approximates the reference area lights with spotlights. The path-traced studies retain richer transport and atmosphere. WebGPU uses Three.js VXGI; WebGL provides direct lighting. Measured diffuse is an optional comparison on passage stone only. It replaces its runtime diffuse lighting and includes source direct light, bounces and background. Held-out normal errors were 12.53% and 7.17% at two positions; this is a low-frequency approximation with visible limitations. Wall-frame intervals include CPU work and scheduling and are not GPU timestamps.

The optional original score is synthesized locally after you press its button. Read the implementation ↗