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Interactive Graphics, Data Visualization, 3D and Spatial Roadmap

Goal: make research tangible through direct manipulation. Every canvas is an enhancement over meaningful HTML/SVG content and follows an explicit quality tier.

ID Deliverable Effort Depends on Status
IF1 Graphics feasibility spike: persistent singleton canvas versus isolated lazy islands; record ADR and memory profile M UI6, IT6
IF2 Capability-gated 3D hero model with orbit/pointer response, pause/reset controls, static SVG fallback and context recovery L UI3–UI6
IF3 Shared typed visualization primitives: scales, palettes, legends, tooltips, selection, keyboard roving and accessible summaries L UI3, IT6
IF4 Interactive research constellation showing relationships among AI, optimization, projects and publications M IF3
IF5 Reusable glTF/GLB model viewer with camera presets, annotations, loading progress, quality tiers and asset disposal L IF1, IF2, IT8
IF6 Equirectangular 360° panorama viewer with drag/keyboard look, hotspot DOM overlays, minimap and flat-image fallback L IF1, IF5
IF7 Audio-reactive signal-processing exhibit using Web Audio FFT, play/pause, user-selected/local media and non-audio demo mode L IF2, IT9
IF8 Cinematic but bounded effects: cursor spotlight, card tilt, particles, bloom/noise and page distortion with preference controls M UI6, IF2
IF9 Large graph/geospatial renderer evaluation (SVG/Canvas first; Deck.gl only beyond measured thresholds) L IF3, IT6
IF10 WebGPU/TSL renderer experiment with WebGL2 and static fallback, shader warm-up and device-limit inspection L IF1, IT6
IF11 Optional 3D Gaussian splat gallery with LOD streaming and strict memory/download gate XL IF10, IT8
IF12 Optional WebXR viewing mode with explicit consent, session lifecycle controls and equivalent desktop navigation XL IF5, UI11
IF13 Domain-specific interactive component catalogue for audio, canvas, graph, maps, models, routes, video, books, images and games M UI13

Rendering contract

Tier Trigger Behaviour
Static no WebGL, reduced data, crawler, failure Poster/SVG, semantic annotations and ordinary links; no lost information
Reduced coarse pointer, low memory/performance, reduced motion Lower DPR/geometry, no post-processing, event-driven rendering, short transitions
Full capable device and visitor preference 60 fps target, adaptive DPR, enhanced lighting/effects, continuous render only while visible

Acceptance criteria

IF1–IF2 — renderer and first 3D experience

  • Compare memory, route persistence, context count, first interaction cost and chunk size before choosing the renderer lifecycle.
  • The 3D chunk loads after intent/visibility, never blocks hero copy or CTAs, and reserves its layout space.
  • Pointer drag and arrow keys offer equivalent model control; reset/pause buttons have accessible names and visible focus.
  • Handle webglcontextlost/webglcontextrestored; dispose geometry, material, texture, listeners and animation frames on teardown.
  • Clamp device pixel ratio and suspend rendering when hidden/offscreen. Record fps and heap/VRAM proxy measurements.

IF3–IF4 — data interaction

  • Data and visual encodings are separate typed modules; invalid/empty datasets return a descriptive state.
  • Nodes/series are reachable by keyboard, selection is announced, color is never the only category encoding, and an equivalent textual list/table is present.
  • Filtering/highlighting maintains 60 fps for the documented reference dataset and completes within 100 ms on the main thread.
  • URLs can link to a selected entity and the visualization does not overwrite browser navigation semantics.

IF5–IF7 — spatial and audio stories

  • Assets use glTF/GLB with mesh/texture compression where supported; budgets and licenses are stored beside the asset manifest.
  • Annotations remain DOM content with collision-aware positioning and a non-spatial index.
  • Panorama controls constrain pitch, avoid motion sickness, and provide discrete “previous/next hotspot” navigation.
  • Audio starts only after a user gesture, exposes playback state, releases AudioContext resources, and never uploads local media.

IF8–IF12 — advanced effects

  • Each effect is individually feature-flagged and removable without affecting content flow.
  • WebGPU code checks adapter/device limits instead of assuming buffer sizes; compilation is warmed during idle time with visible progress.
  • Experimental XR/splat features are opt-in and excluded from default route payloads.

IF13 — component catalogue

  • Every catalogue component documents its input contract, data source, accessibility equivalent, loading behavior, and whether it owns a canvas/audio/video resource.
  • Components are independently importable so a future route can lazy-load only the required domain chunk; there is no growing components/interactive catch-all.

R2 research-derived backlog

The research report turns the catalogue into evidence-led packages: RR2 fleet playback, RR3 solver/Pareto comparison, RR4 ML replay/model cards, RR5 audio explanation, RR6 media/reading timeline, RR7 game prototype, RR8 360 room, RR9 optional WebGPU aggregation, and RR10 worker replay protocol. Each package must ship a semantic/list fallback, provenance, reduced-motion mode, and performance measurements before it can be marked Done.

Document history

Date Revision Change
2026-08-08 R2 Added research-derived interaction packages and evidence gates.