knowledge_graph_hero_exhibit

Installation
SKILL.md

Knowledge Graph Hero Exhibit

This skill creates immersive hero-section graphics that resemble scientific exhibits or planetarium installations. It is intended for interactive web experiences built with Three.js and WebGL, with a pure black background, restrained glow, layered parallax depth, and a circular knowledge-graph silhouette made of clusters, bridges, and scattered rim nodes.

Purpose

Use this skill when the user wants to:

  • Generate a science-exhibit style knowledge-graph hero section
  • Create a circular or specimen-like network composition for a website hero
  • Iterate on node density, palette, negative space, or cluster structure
  • Export a SceneSpec plus implementation-ready Three.js assets
  • Build an interactive, high-performance WebGL network experience with visual restraint

Core Design Principles

The skill should optimize for:

  • A nearly circular overall silhouette
  • A loose outer rim of scattered peripheral nodes
  • Multiple distinct interior clusters with varied density
  • Clear negative space for typography and CTA overlays
  • Layered depth for parallax and subtle camera drift
  • A pure black background with no gradients
  • A calm, awe-inspiring science-exhibit aesthetic
  • Strong silhouette readability without visual overload

Skill Workflow

1. Graph generation

Create a base graph either procedurally or from user-provided data.

For procedural generation, use graph families that produce believable topology:

  • Stochastic Block Models for explicit communities
  • Barabási-Albert for hub-heavy structures
  • Watts-Strogatz for clustered small-world behavior
  • Erdős-Rényi for controlled randomness

If the input is data-driven, optionally compute:

  • node importance
  • community structure with Louvain or Leiden
  • embeddings for semantic clustering

2. Cluster placement

Treat each cluster as a supernode and place cluster centers inside a disk while:

  • preserving minimum separation
  • respecting a typography-safe area
  • maintaining a circular specimen-like silhouette
  • reserving room for a loose outer rim

3. Intra-cluster layout

Inside each cluster, run a localized organic layout such as:

  • Fruchterman-Reingold
  • ForceAtlas2-like refinement

Normalize each cluster to its local radius so clusters remain distinct and visually legible.

4. Rim node placement

Place peripheral nodes near the outer boundary with jitter so the result feels organic, not like a perfect ring.

Rim nodes should:

  • lightly orbit the structure
  • connect sparingly to nearby clusters
  • reinforce the circular silhouette
  • avoid cluttering the center

5. Global refinement

Run a final graph-wide refinement pass with:

  • mild collision avoidance
  • attractive and repulsive balancing
  • center gravity to keep the graph inside the disk
  • repulsion from the safe area
  • optional depth-layer assignment for parallax

Depth layers should generally be:

  • foreground
  • midground
  • background

6. Styling and palette

Apply a restrained visual system.

Rules:

  • use 2 to 4 dominant hues max
  • zone color by cluster, not random node noise
  • reserve accent colors for high-importance regions
  • keep bloom restrained and museum-like
  • preserve contrast on pure black
  • maintain visual calm over maximal complexity

7. Rendering and preview generation

Render via a Three.js/WebGL pipeline.

Recommended runtime strategy:

  • Points or instanced billboards for most nodes
  • InstancedMesh for premium foreground hubs if needed
  • LineSegments for most edges
  • selective bloom using EffectComposer and UnrealBloomPass
  • subtle pointer-driven parallax
  • optional slow idle drift
  • diagnostics via renderer stats

Generate:

  • preview PNGs
  • optional short animated previews
  • diagnostics for draw calls, memory, and compliance checks

Supported Intents

generate_hero_graph

Create a new hero graph from high-level parameters.

Example requests:

  • "Generate a science-exhibit circular hero graph with 5 clusters and cool tones."
  • "Create a sparse circular network with ember-red accents and lots of negative space."
  • "Make a monumental hero graph for a Three.js landing page."

iterate

Modify an existing SceneSpec using natural-language edits.

Example requests:

  • "Reduce clutter in the center."
  • "Make the clusters more distinct."
  • "Add more breathing room top-left."
  • "Keep the circular silhouette but scatter the outer rim more."
  • "Shift to a museum-like ivory palette."

export

Bundle the SceneSpec and runtime assets for deployment.

Expected exports may include:

  • SceneSpec JSON
  • Three.js module
  • palette tokens
  • texture assets
  • preview images
  • diagnostics

SceneSpec Expectations

The output SceneSpec should contain:

  • stable node IDs
  • stable edge definitions
  • cluster IDs
  • importance values
  • 3D coordinates
  • layer assignments
  • palette and styling tokens
  • camera defaults
  • parallax settings
  • interaction affordances
  • safe-area definition

Recommended Palette Presets

cool

  • Base: #EAF2FF, #CFE7FF
  • Accent: #A0D8EF

ivory

  • Base: #F4F1E8, #E8DED0
  • Accent: #C2975A

monochrome

  • Base: #FFFFFF, #BFBFBF
  • Accent: #737373

burgundy

  • Base: #EAE6F2, #DDD5E8
  • Accent: #A42E5C, #C33A4C

Custom accent_colors may override or supplement preset accents.

Visual Constraints

Always enforce the following:

  • background must be exactly #000000
  • no gradients
  • no UI chrome unless explicitly requested
  • no labels baked into the graph unless explicitly requested
  • preserve silhouette readability at small sizes
  • preserve a typography-safe area
  • avoid hairball-like density
  • avoid rainbow palettes unless explicitly requested
  • avoid excessive bloom or glow fog
  • avoid chaotic sci-fi clutter

Accessibility and UX

The hero should feel alive, but never distracting.

Requirements:

  • support prefers-reduced-motion
  • reduce or disable drift and parallax when motion reduction is preferred
  • keep hover interactions subtle
  • avoid large sudden movements
  • maintain enough contrast for visibility
  • ensure the graph behaves as a background/hero element first, interactive system second

Performance Priorities

Optimize for browser delivery.

Target strategies:

  • minimize draw calls
  • batch repeated geometry
  • use instancing where possible
  • keep postprocessing passes minimal
  • use semantic LOD for large graphs
  • expose diagnostics for draw calls and memory
  • support mobile-safe reductions in density and motion

Suggested Implementation Notes

A good MVP should include:

  1. SceneSpec generator with safe-area enforcement
  2. Hybrid layout engine for cluster + rim composition
  3. Three.js renderer template
  4. Basic hover and parallax
  5. Reduced-motion support
  6. Preview rendering
  7. Performance and compliance checks
  8. Export packaging

Example Usage

Example 1: create

User request:

Generate a science-exhibit hero graph with 5 clusters, cool white and cyan palette, subtle ember accents, and headline-safe space on the left.

Expected behavior:

  • create a circular or near-circular SceneSpec
  • reserve left-side negative space
  • generate interior clusters plus scattered rim nodes
  • return previews and runtime bundle

Example 2: iterate

User request:

Keep the reds but reduce clutter and make the outer rim feel more scattered.

Expected behavior:

  • preserve palette
  • lower edge density or node overlap
  • widen outer-node jitter distribution
  • update previews and diagnostics

Example 3: export

User request:

Export the current graph for implementation in my Three.js hero section.

Expected behavior:

  • package SceneSpec
  • include rendering module
  • include assets and previews
  • return deployable bundle

Notes

This skill is intended as a reusable production blueprint for building interactive knowledge-graph hero sections. It is most effective when paired with a deterministic layout pipeline and optional AI assistance for:

  • style extraction from reference images
  • prompt-to-style parameter generation
  • sprite and texture synthesis
  • iterative creative direction

The geometry and runtime behavior should remain deterministic and testable even when AI is used to guide style decisions.

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Installs
3
GitHub Stars
2
First Seen
Apr 2, 2026