Wesche · DGX Spark LabStorm in a Glass Cube
Two models · two dual-Spark clusters · one uncapped prompt

A living ocean sealed inside glass.

GLM-5.3 Flash and Qwen3.8 Flash Next received the same procedural weather brief with thinking enabled and no output-token cap or wall-clock timeout. Orbit each museum cube, zoom through the atmosphere, and try HERO, EYE OF THE STORM, and UNDERWATER views.

Read the exact generation prompt

Create a stunning, cinematic, interactive 3D animation as one complete HTML file: STORM INSIDE A GLASS CUBE. Place an enormous transparent museum cube on a dark reflective pedestal in a minimal black gallery. Inside the sealed glass cube is an entire living miniature ocean and atmosphere. Begin with calm water, gentle clouds and tiny ships. Then show the weather evolving continuously and visibly—without a cut, flash, fade or obstruction—into a violent rotating supercell and hurricane with a clearly defined eye, layered volumetric storm clouds, torrential rain, branching lightning, wind-driven waves, sea spray, foam, waterspouts and debris. Lightning must illuminate the cloud volume, ocean surface, ships, underwater environment and surrounding gallery through the glass. The glass cube must feel physically present: thick beveled edges, reflections, refraction, internal condensation, water droplets crawling down the inside surfaces and caustic light on the pedestal. Above the water, ships struggle against the waves while seabirds and debris spiral around the storm. Below the waterline, reveal reefs, fish, suspended particles, shafts of lightning-filtered light and the shadow of a large whale moving beneath the waves. The storm should eventually weaken, rain should clear, waves should settle and the cube should return to its original calm state for a seamless loop. Technical and interaction requirements: - True 3D perspective rendered with WebGL; Three.js from a public CDN is allowed, but all scene code, shaders, styles and UI must be contained in this one HTML file. - Use procedural geometry only: no downloaded 3D models, images, textures, video or other external art assets. - Use at least 20,000 animated particles or instanced elements across rain, spray, foam, cloud detail, condensation, debris and underwater matter. - The calm-to-superstorm-to-calm progression must remain clearly visible and spatially continuous. - Smooth animation targeting 60 fps with adaptive quality if necessary. - Cinematic bloom, volumetric lighting, reflections, refraction, fog, shadows and restrained storm color grading. - Slow automatic camera movement plus mouse/touch drag to orbit and wheel/pinch to zoom. - Include camera presets named HERO VIEW, EYE OF THE STORM and UNDERWATER, plus a subtle HUD showing FPS, particle count, camera azimuth/elevation and storm intensity. - Make the composition dramatic, physically convincing and production-quality on desktop and mobile. Output only the complete HTML file in a single fenced html block, with no omitted sections or placeholder code.

2 × TP2dual-DGX-Spark deployments
20,000+elements requested
Uncappedgeneration budget
Interactiveorbit · zoom · storm views
Open GLM full-screen ↗
GLM-5.3 Flash · Storm CubeDisplay copy · two shader corrections
GLM-5.3 FlashTwo shader corrections
Qwen3.8 Flash NextExtensive execution repair

Interactive: drag/touch the scene, wheel or pinch to zoom, and use HERO, EYE OF THE STORM, and UNDERWATER presets inside either output.

GLM-5.3 Flash · DFlash2 · TP2 · xhigh

Storm museum installation

Reasoning 30,396 tokGenerated 52,182 tokWall 34m 04s

GLM completed normally, but two authored GLSL expressions failed: one mixed a two-component water coordinate with a three-component ship position, and one shader referenced an undeclared storm uniform.

Disclosure: the live copy corrects those two GLSL type/uniform mistakes only. Scene design, geometry, materials, animation, timing, and camera behavior remain authored by GLM.

Open repaired GLM scene →

Qwen3.8 Flash Next · NEXTN · TP2 · max

Procedural ocean weather system

Reasoning 52,501 tokGenerated 92,780 tokWall 35m 20s

Qwen’s endpoint reported its reasoning count directly. Its first-run page could not execute because of JavaScript initialization and scope faults plus several malformed or incomplete shaders.

Display-repair disclosure
  • Reordered broken JavaScript initialization/scope and corrected malformed shader helpers, uniforms, types, and constructors so the page can execute.
  • Enabled the cloud billboards’ already-authored alpha channel and disabled depth writes; without transparency, thousands of quads formed an opaque black wall.
  • Reduced cloud overlap opacity and raised peak-storm cloud albedo so the hurricane remains dense but readable.
  • Held the page’s initial device quality tier because runtime tier changes corrupted its custom render target.
  • Disabled the unstable floor-mirror pass, which intermittently blacked out the desktop framebuffer.
  • Bypassed the intermittent half-float post-processing framebuffer and rendered the authored scene directly with standard ACES tone mapping.

The original scene plan, geometry, materials, animation system, weather timing, camera presets, and artistic design remain Qwen-authored. No new scene concepts, geometry, or external assets were added. The immutable first-run HTML remains archived separately.

Open repaired Qwen scene →

Benchmark integrity

Both immutable first-run HTML files remain archived separately. These gallery pages use clearly labeled display copies so visitors can see what the authored scenes were trying to render.

Equivalent conditions

Both requests ran concurrently on TP2 model pairs with thinking enabled, the same prompt, no request token cap, and no wall-clock timeout.

Matched-camera comparison

Both scenes are stacked at AZ 40.8° / elevation 8.6°. The calm-to-storm progression is accelerated equally to 4× for the 12-second comparison; capture exposure is normalized and disclosed in-frame.