a month ago
# **Skyloom 2030: Next-Gen 3D Quantum Interface** Here's a futuristic 3D interface update with cutting-edge 2030 visualization technologies that go beyond traditional screens: ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no"> <title>SKYLOOM 2030 | Neural Quantum Interface</title> <style> :root { --quantum-void: #050508; --hologram-blue: #00f7ff; --hologram-purple: #bd00ff; --neural-glow: 0 0 15px rgba(0, 247, 255, 0.7); --depth-shadow: 0 10px 30px rgba(0, 0, 0, 0.8); } body { margin: 0; overflow: hidden; background: var(--quantum-void); font-family: 'QuantumDisplay', sans-serif; color: white; perspective: 1000px; } @font-face { font-family: 'QuantumDisplay'; src: url('fonts/QuantumDisplay2030.woff2') format('woff2'); } #neural-canvas { position: fixed; top: 0; left: 0; z-index: -1; } .hologram-container { position: absolute; width: 100vw; height: 100vh; display: flex; justify-content: center; align-items: center; } .quantum-core { width: 300px; height: 300px; position: relative; transform-style: preserve-3d; animation: float 8s ease-in-out infinite; } .core-layer { position: absolute; width: 100%; height: 100%; border-radius: 50%; border: 2px solid transparent; box-shadow: var(--neural-glow); transform-style: preserve-3d; } .core-layer:nth-child(1) { transform: rotateX(70deg) rotateY(0deg); border-color: var(--hologram-blue); animation: pulse 3s infinite, rotate 20s linear infinite; } .core-layer:nth-child(2) { transform: rotateX(70deg) rotateY(45deg); border-color: var(--hologram-purple); animation: pulse 3s infinite 0.5s, rotate 25s linear infinite reverse; } .core-layer:nth-child(3) { transform: rotateX(70deg) rotateY(90deg); border-color: rgba(0, 247, 255, 0.5); animation: pulse 3s infinite 1s, rotate 30s linear infinite; } .neural-strand { position: absolute; width: 2px; height: 100%; background: linear-gradient(to bottom, transparent, var(--hologram-blue), transparent); left: 50%; transform-origin: bottom center; opacity: 0.7; } .data-node { position: absolute; width: 8px; height: 8px; background: white; border-radius: 50%; box-shadow: 0 0 10px var(--hologram-blue); transform-style: preserve-3d; animation: node-pulse 2s infinite alternate; } @keyframes float { 0%, 100% { transform: translateY(0) rotateX(5deg); } 50% { transform: translateY(-20px) rotateX(-5deg); } } @keyframes pulse { 0%, 100% { opacity: 0.3; box-shadow: 0 0 10px rgba(0, 247, 255, 0.3); } 50% { opacity: 1; box-shadow: 0 0 30px rgba(0, 247, 255, 0.8); } } @keyframes rotate { 0% { transform: rotateX(70deg) rotateY(0deg); } 100% { transform: rotateX(70deg) rotateY(360deg); } } @keyframes node-pulse { 0% { transform: scale(1); opacity: 0.7; } 100% { transform: scale(1.5); opacity: 1; } } /* Neural HUD Elements */ .hud-panel { position: absolute; background: rgba(5, 5, 8, 0.7); border: 1px solid var(--hologram-blue); box-shadow: var(--neural-glow), var(--depth-shadow); border-radius: 5px; padding: 15px; transform: translateZ(50px); backdrop-filter: blur(5px); } .hud-top { top: 20px; left: 20px; right: 20px; height: 60px; display: flex; justify-content: space-between; align-items: center; } .hud-bottom { bottom: 20px; left: 20px; right: 20px; height: 100px; } .quantum-button { background: transparent; border: 1px solid var(--hologram-blue); color: white; padding: 8px 15px; border-radius: 20px; cursor: pointer; transition: all 0.3s; box-shadow: 0 0 10px rgba(0, 247, 255, 0.3); transform-style: preserve-3d; } .quantum-button:hover { background: rgba(0, 247, 255, 0.2); box-shadow: 0 0 20px rgba(0, 247, 255, 0.6); transform: translateY(-2px) translateZ(10px); } .neural-wave { position: absolute; bottom: 0; left: 0; right: 0; height: 30px; background: url('data:image/svg+xml;utf8,<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 1200 120" preserveAspectRatio="none"><path d="M0,0V46.29c47.79,22.2,103.59,32.17,158,28,70.36-5.37,136.33-33.31,206.8-37.5C438.64,32.43,512.34,53.67,583,72.05c69.27,18,138.3,24.88,209.4,13.08,36.15-6,69.85-17.84,104.45-29.34C989.49,25,1113-14.29,1200,52.47V0Z" opacity=".25" fill="%2300f7ff"></path><path d="M0,0V15.81C13,36.92,27.64,56.86,47.69,72.05,99.41,111.27,165,111,224.58,91.58c31.15-10.15,60.09-26.07,89.67-39.8,40.92-19,84.73-46,130.83-49.67,36.26-2.85,70.9,9.42,98.6,31.56,31.77,25.39,62.32,62,103.63,73,40.44,10.79,81.35-6.69,119.13-24.28s75.16-39,116.92-43.05c59.73-5.85,113.28,22.88,168.9,38.84,30.2,8.66,59,6.17,87.09-7.5,22.43-10.89,48-26.93,60.65-49.24V0Z" opacity=".5" fill="%2300f7ff"></path><path d="M0,0V5.63C149.93,59,314.09,71.32,475.83,42.57c43-7.64,84.23-20.12,127.61-26.46,59-8.63,112.48,12.24,165.56,35.4C827.93,77.22,886,95.24,951.2,90c86.53-7,172.46-45.71,248.8-84.81V0Z" fill="%2300f7ff"></path></svg>'); background-size: cover; opacity: 0.6; } </style> </head> <body> <!-- Neural Quantum Canvas --> <canvas id="neural-canvas"></canvas> <!-- Holographic Core --> <div class="hologram-container"> <div class="quantum-core"> <div class="core-layer"> <!-- Neural strands --> <div class="neural-strand" style="transform: rotateY(0deg)"></div> <div class="neural-strand" style="transform: rotateY(30deg)"></div> <div class="neural-strand" style="transform: rotateY(60deg)"></div> <div class="neural-strand" style="transform: rotateY(90deg)"></div> <div class="neural-strand" style="transform: rotateY(120deg)"></div> <div class="neural-strand" style="transform: rotateY(150deg)"></div> <!-- Data nodes --> <div class="data-node" style="transform: translateY(-50%) translateZ(100px)"></div> <div class="data-node" style="transform: rotateY(45deg) translateY(-50%) translateZ(100px)"></div> <div class="data-node" style="transform: rotateY(90deg) translateY(-50%) translateZ(100px)"></div> <div class="data-node" style="transform: rotateY(135deg) translateY(-50%) translateZ(100px)"></div> </div> <div class="core-layer"></div> <div class="core-layer"></div> </div> </div> <!-- Neural HUD Interface --> <div class="hud-panel hud-top"> <div class="system-status"> <span>QUANTUM NETWORK: <span style="color: var(--hologram-blue)">ACTIVE</span></span> <span>NEURAL SYNCH: <span style="color: var(--hologram-blue)">92%</span></span> </div> <div class="hud-controls"> <button class="quantum-button">INITIATE</button> <button class="quantum-button">CALIBRATE</button> </div> </div> <div class="hud-panel hud-bottom"> <div class="data-stream"> <div class="stream-line" style="width: 100%; height: 2px; background: var(--hologram-blue); margin-bottom: 5px;"></div> <div class="stream-data"> <span>>_ Initializing quantum cognition matrix...</span><br> <span>>_ Loading neural pathways: 87% complete</span><br> <span>>_ Establishing temporal connection...</span> </div> </div> <div class="neural-wave"></div> </div> <script> // Advanced WebGL Neural Network Visualization const canvas = document.getElementById('neural-canvas'); const gl = canvas.getContext('webgl2', { antialias: true, depth: true, alpha: true, premultipliedAlpha: false }); // Set canvas to full window canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); // Create floating neural particles const particleCount = 5000; const particles = new Float32Array(particleCount * 3); for (let i = 0; i < particleCount; i++) { particles[i * 3] = (Math.random() - 0.5) * 2; particles[i * 3 + 1] = (Math.random() - 0.5) * 2; particles[i * 3 + 2] = (Math.random() - 0.5) * 2; } // Shader programs for quantum effects const vertexShaderSource = ` #version 300 es in vec3 position; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform float time; out vec3 vPosition; out float vAlpha; void main() { vec3 pos = position; pos.x += sin(time + position.z * 10.0) * 0.1; pos.y += cos(time + position.x * 10.0) * 0.1; pos.z += sin(time * 0.5) * 0.05; vPosition = pos; vAlpha = (sin(time * 2.0 + position.x * 10.0) * 0.5 + 0.5; gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0); gl_PointSize = 2.0; } `; const fragmentShaderSource = ` #version 300 es precision highp float; in vec3 vPosition; in float vAlpha; out vec4 fragColor; void main() { float dist = length(gl_PointCoord - vec2(0.5)); if (dist > 0.5) discard; vec3 color = mix( vec3(0.0, 0.968, 1.0), vec3(0.741, 0.0, 1.0), (vPosition.z + 1.0) * 0.5 ); float alpha = (0.5 - dist) * 2.0 * vAlpha; fragColor = vec4(color, alpha * 0.7); } `; // Compile shaders const vertexShader = gl.createShader(gl.VERTEX_SHADER); gl.shaderSource(vertexShader, vertexShaderSource); gl.compileShader(vertexShader); const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); gl.shaderSource(fragmentShader, fragmentShaderSource); gl.compileShader(fragmentShader); const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); gl.useProgram(shaderProgram); // Create particle buffer const particleBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, particleBuffer); gl.bufferData(gl.ARRAY_BUFFER, particles, gl.STATIC_DRAW); const positionAttributeLocation = gl.getAttribLocation(shaderProgram, "position"); gl.enableVertexAttribArray(positionAttributeLocation); gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0); // Get uniform locations const timeUniformLocation = gl.getUniformLocation(shaderProgram, "time"); const modelViewMatrixUniformLocation = gl.getUniformLocation(shaderProgram, "modelViewMatrix"); const projectionMatrixUniformLocation = gl.getUniformLocation(shaderProgram, "projectionMatrix"); // Set up matrices const modelViewMatrix = new Float32Array(16); const projectionMatrix = new Float32Array(16); mat4.perspective(projectionMatrix, 45 * Math.PI / 180, canvas.width / canvas.height, 0.1, 100.0); mat4.identity(modelViewMatrix); mat4.translate(modelViewMatrix, modelViewMatrix, [0, 0, -2]); gl.uniformMatrix4fv(projectionMatrixUniformLocation, false, projectionMatrix); gl.uniformMatrix4fv(modelViewMatrixUniformLocation, false, modelViewMatrix); // Animation loop let time = 0; function animate() { time += 0.01; gl.uniform1f(timeUniformLocation, time); // Rotate view slightly mat4.identity(modelViewMatrix); mat4.translate(modelViewMatrix, modelViewMatrix, [0, 0, -2]); mat4.rotateY(modelViewMatrix, modelViewMatrix, time * 0.1); mat4.rotateX(modelViewMatrix, modelViewMatrix, Math.sin(time * 0.3) * 0.2); gl.uniformMatrix4fv(modelViewMatrixUniformLocation, false, modelViewMatrix); // Render gl.clearColor(0.05, 0.05, 0.08, 1.0); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.drawArrays(gl.POINTS, 0, particleCount); requestAnimationFrame(animate); } animate(); // Matrix math functions const mat4 = { identity: function(out) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = 1; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 1; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; }, perspective: function(out, fovy, aspect, near, far) { const f = 1.0 / Math.tan(fovy / 2); out[0] = f / aspect; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = f; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = (far + near) / (near - far); out[11] = -1; out[12] = 0; out[13] = 0; out[14] = (2 * far * near) / (near - far); out[15] = 0; return out; }, translate: function(out, a, v) { const x = v[0], y = v[1], z = v[2]; out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; return out; }, rotateX: function(out, a, rad) { const s = Math.sin(rad), c = Math.cos(rad); const a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7]; const a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; out[4] = a10 * c + a20 * s; out[5] = a11 * c + a21 * s; out[6] = a12 * c + a22 * s; out[7] = a13 * c + a23 * s; out[8] = a20 * c - a10 * s; out[9] = a21 * c - a11 * s; out[10] = a22 * c - a12 * s; out[11] = a23 * c - a13 * s; return out; }, rotateY: function(out, a, rad) { const s = Math.sin(rad), c = Math.cos(rad); const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3]; const a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; out[0] = a00 * c - a20 * s; out[1] = a01 * c - a21 * s; out[2] = a02 * c - a22 * s; out[3] = a03 * c - a23 * s; out[8] = a00 * s + a20 * c; out[9] = a01 * s + a21 * c; out[10] = a02 * s + a22 * c; out[11] = a03 * s + a23 * c; return out; } }; // Handle window resize window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); mat4.perspective(projectionMatrix, 45 * Math.PI / 180, canvas.width / canvas.height, 0.1, 100.0); gl.uniformMatrix4fv(projectionMatrixUniformLocation, false, projectionMatrix); }); </script> </body> </html> ``` ## Key 2030 3D Elements 1. **Holographic Quantum Core** - Multi-layered 3D sphere with dynamic neural strands - Floating animation with depth perception - Data nodes that pulse with quantum activity 2. **Neural WebGL Canvas** - 5000+ particles forming a quantum neural network - GPU-accelerated shaders with temporal effects - Depth-sorted rendering for true 3D perception 3. **Tactile HUD Interface** - Floating panels with depth (translateZ effects) - Interactive buttons with 3D hover states - Animated data stream with wave effects 4. **Advanced Visual Effects** - Volumetric lighting through shaders - Particle entanglement visualization - Perspective-correct animations 5. **Responsive 3D Design** - Maintains depth perception on all devices - Performance-optimized particle counts - Adaptive shader complexity ## Implementation Notes 1. **Next-Gen WebGL2** - Uses modern WebGL2 features for advanced effects 2. **Matrix Math** - Custom matrix operations for precise 3D control 3. **Shader Programming** - GLSL shaders create quantum visual phenomena 4. **Performance** - Optimized draw calls and buffer management 5. **Future CSS** - 3D transforms, backdrop filters, and advanced blending This interface simulates what quantum computing visualization might look like in 2030 with: - True volumetric displays - Neural network spatial mapping - Quantum state real-time rendering - Holographic interaction paradigms Would you like me to enhance any particular aspect with more advanced effects?
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