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[VIZ] Implement Instanced Volumetric Caustics and Depth-of-Field in 3D Danionella Chamber #3

Description

@0xalydev

Summary

The new 3D Danionella whole-organism hero visualization (web/hero_organism.js) renders an adult teleost fish with transparent optical skin and an internal 203-region brain. To push the visual fidelity to high-end scientific imaging standards (mimicking deep-tissue two-photon microscopy), we want to add an optional volumetric lighting / caustics post-processing pass.

Feature Specifications

  1. Volumetric Caustics Shader:
    • Subtle animated underwater light refraction caustic rays projected into the dark chamber void.
    • Low GPU overhead using a procedural simplex noise lookup in a fullscreen quad.
  2. Depth-of-Field (Bokeh DoF):
    • Subtle camera focus on the cranial optical aperture ($Z \approx 0$).
    • Soft background blur on the undulating caudal tail fin.
  3. Performance Toggle:
    • Add a [⚡ POST-PROCESSING: ON/OFF] button in the HUD controls to preserve 60 FPS on low-power mobile/integrated GPUs.

Key Files

  • web/hero_organism.js: Hero WebGL simulation class.
  • web/danio_webgl_brain.js: Connectome WebGL renderer.
  • web/style.css: HUD dock styles.

Acceptance Criteria

  • Caustics and DoF render without visual artifacts.
  • Desktop performance maintains $\ge 55$ FPS on integrated GPUs when enabled.
  • Toggle switch gracefully enables/disables the post-processing pass.

Activity

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