Full project scan
The scan found structural problems, not just styling problems.
Packaging bug fixed
V2 linked to runtime files that were missing from the exported folder. V3 ships as a complete deployable package.
Renderer replaced
The old scene was a 2D canvas raycaster. V3 is a real 3D WebGL scene with physically based materials and shadows.
Code modularized
Data, texture generation, and runtime logic are separated so the project can grow without becoming harder to maintain.
Asset pipeline ready
V3 is organized to accept real artwork images, glTF models, and production material maps when you want the final realism pass.
Engine stack
The browser build now uses the right rendering layer for a game-like experience.
This version uses a real scene graph, a camera controller, lighting, shadow maps, a post-processing pass chain, collision-aware movement, and UI that reacts to the world state instead of faking a game aesthetic on top of a flat page.
Rendering
WebGL scene, tone mapping, environment lighting, bloom, depth, and shadowed spotlights over each wall piece.
Materials
Procedural plaster, stone, walnut, glass, metal, and linen-like surfaces built to behave like PBR materials.
Gameplay systems
First-person movement, collision, room detection, focus detection, shortlist saving, and study-card interactions.
Production path
Swap in real photographs, PBR texture maps, and glTF models to close the final gap between this browser build and true photorealism.
Room plan
The floor plan keeps the ceremony of an art space and the clarity of a level layout.
North Light Gallery
Clean light, the quietest work, and the most trust-building surfaces.
Grand Atrium
The highest ceiling, strongest focal wall, and the clearest hero moment.
East Wing
Sharper contrast, darker city work, and a more metropolitan mood.
West Salon
Intimate scale, portraits, and more emotional work.
South Passage
The transition zone from admiration to shortlist behavior and intent.
Collector & Private Rooms
Darker finishes, more separation between works, and the strongest premium signal.
Shortlist system
Turn exploration into a handoff, not just a view count.
Saved works appear here as the visitor walks. This gives the commission form context and turns browsing into a higher-quality conversation.
Look at a piece and press F, or use the save button in the focus panel.
Commission / inquiry flow
Make the gallery itself the proof that you can build premium interactive experiences.
V3 makes the walkthrough do the emotional work first. The page below the viewport then translates that attention into collector inquiries, premium portfolio presentations, immersive case studies, and commissioned builds.
Private viewings, saved-work follow-ups, edition requests.
Interactive launches, premium portfolios, immersive case-study sites.
Pitchable experiences that feel closer to a real-time engine than a standard landing page.