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◈ Coupled canopy
✦ Emissive plume
≋ Dense smoke
⚑ Windy flag
⌁ Oil painting
◒ Low sun
A rising plume pushes the canopy; the moving cloth becomes an obstacle in the fluid grid.
Motion & detail FIXED IMAGE BUDGET
◌ Quality suggestion Consider reducing quality to get a smoother result.Rich keeps the original detail. Try Balanced or Smooth when the computer is busy.
Rich · original detail · default Balanced · finer detail Smooth · adaptive motion Voxel motion · detailed plume
448 × 336 · original detail · full 48³ fluid.
Pause & converge Reset smoke Reset cloth
Stable surfaces accumulate while the scene moves. Pause to converge the entire image.
Runtime checks
Cross-origin isolation ?
Logical processors reported ?
Scalar / SIMD self-check ?
Simulation watchdog resets 0 Load the scalar-only build ↗ Separate scalar and SIMD modules support an end-to-end build comparison.
Model & measurement scope This is a CPU systems study with illustrative transport and materials. The volume uses single scattering with a heuristic ambient fill; rough metal and clearcoat are simplified shading models.
Cloth uses projected distance constraints. Its fluid coupling combines drag with moving grid obstacles, rather than a fully momentum-conserving joint solver. Each fresh image follows one fixed 0.1 s simulation update; presentation is not real-time physical pacing. Quality presets rebuild cloth at a different tessellation while retaining the 48³ fluid. Smooth adapts only the image resolution.
The startup self-check samples a renderer tile and a seeded fluid update. The complete engine frame runs in a dedicated worker, leaving controls responsive while the CPU works. Expensive scenes can still produce fewer fresh images.
Detailed live timings
Trace / sample –
Fluid step –
Cloth + mesh + coupling –
Denoise –
Vintage finish –
Oil painting –
C++ render + finish –
Readout update · JS only – C++ render time excludes simulation and presentation. The image footer reports worker compute and framebuffer-copy time, excluding message transport and GPU presentation. Readout updates run at most six times per second; their timer excludes layout, paint and compositing.
Benchmark this workload
Measured on this device and scene, not reference scores. Each configuration is warmed up; the lowest sampled time is reported. CPU contention affects the result.
Measure fluid step
Scalar · 1 / N threads –
SIMD path · 1 / N –
SIMD ratio · 1 thread –
Thread ratio · scalar –
The fluid continues evolving during this comparison; its four measurements are not identical-state replays.
Measure path tracer
Simulation is frozen for the sweep. Path tracing only: excludes image effects. Ratios below 1 mean the tested path was slower.
Scalar / 1 thread –
Scalar / N threads –
SIMD path / 1 thread –
SIMD path / N threads –
SIMD ratio · 1 thread –
SIMD ratio · N threads –
Thread ratio · scalar –
Combined ratio –
In the scalar-only module, the “SIMD path” uses scalar emulation and is not a hardware SIMD measurement.