knowledge_graph_hero_exhibit
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:
Pointsor instanced billboards for most nodesInstancedMeshfor premium foreground hubs if neededLineSegmentsfor most edges- selective bloom using
EffectComposerandUnrealBloomPass - 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:
- SceneSpec generator with safe-area enforcement
- Hybrid layout engine for cluster + rim composition
- Three.js renderer template
- Basic hover and parallax
- Reduced-motion support
- Preview rendering
- Performance and compliance checks
- 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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