Technical Architecture, Wave Mechanics & Sanctuary Guide
MetalliSwell 3D: Liquid Metal Ocean & Realistic Wave ASMR Sanctuary
01. Six-Octave 3D GPU Gerstner Wave Kinematics
Every vertex on the 1,200m × 1,200m ocean mesh (144,400 triangles) is displaced 100% on the GPU inside a custom GLSL vertex shader with zero CPU geometry loops. Six directional octaves of 3D trochoidal Gerstner waves displace surface coordinates both horizontally and vertically according to the deep-water dispersion relation ω² = g · k, pulling water particles toward wave peaks to create sharp, realistic crests and broad, rolling troughs.
Simultaneously, the shader computes analytical partial derivatives to form exact tangent and binormal vectors alongside the Jacobian determinant J = 1 − ∑ Qi ki Ai cos(θi). Where J drops below the stability threshold, wave crests compress and trigger multi-scale Voronoi cellular foam.
02. Metallic PBR Optics, Fresnel & Subsurface Scattering
Surface normals are refined per-pixel in the fragment shader using finite-difference Simplex Fractional Brownian Motion (FBM) ripples and interactive radial wave rings cast by pointer movement. Specular reflections combine a real-time procedural atmospheric environment map (THREE.Sky + THREE.PMREMGenerator), dual-lobe GGX microfacet solar glints, Schlick Fresnel equation, and translucent Subsurface Scattering (SSS) when thin wave crests are backlit by the sun.
03. Procedural Web Audio Ocean Synthesizer
The native Web Audio API OceanAudioEngine generates dual-channel Pink (1/f) and Brown (1/f²) noise buffers in memory without external .mp3 files. Lowpass and bandpass BiquadFilterNode stages are continuously modulated by the live wave height and wind speed uniforms to synthesize deep surging swells, breaking crest hiss, harmonic metallic sub-bass resonance, and camera-linked stereo wind panning.
04. Frequently Asked Questions (FAQ)
How do the 5 interactive wave modes differ physically?
Each mode smoothly interpolates 18 shader, atmospheric, and acoustic parameters: Liquid Mercury Swell maximizes metallic reflectance (96%) with low roughness; Molten Gold Horizon lowers solar elevation to 5.5° for warm copper subsurface scattering; North Sea Rogue Storm drives high Gerstner steepness and whitecap Jacobian foam; Bioluminescent Cyber-Tide pulses neon cyan and magenta emissive crests; and Zen Titanium Mirror calms ambient swells to highlight interactive pointer ripples.
Why does the simulation remain locked at 60 FPS across tab switches?
All vertex math runs in parallel on the GPU, pixel ratio is clamped to a maximum of 2.0, scratch vectors are pre-allocated outside the animation loop for zero garbage collection, and frame delta-time is clamped to 50ms so background tab resumption never causes physics jumps.
Can I cast interactive wave ripples on the liquid metal ocean?
Yes. Simply move your pointer or touch-drag across the water surface in 3D space. Concentric radial ripples will propagate outwards with dynamic normal refraction and gentle chime harmonics.
How do I activate Zen View or hide interface controls?
Tap the 'Zen' button in the bottom dock, select 'Zen View' in the top header, or press the 'Z' key on your keyboard to instantly hide all menus and immerse yourself in pure, meditative ocean waves.
Does MetalliSwell 3D require downloads, plugins, or an account?
No. MetalliSwell 3D runs 100% in pure HTML5 Canvas, WebGL2, and Web Audio directly inside modern mobile and desktop browsers with zero downloads or accounts required.