SPHINX — STONE / STUDIES Original interactive gallery study, October 2026. MODEL SOURCE Original procedural geometry authored for this exhibit. Inspired by the overall form of the Great Sphinx at Giza; no downloaded Sphinx mesh, photogrammetry, archaeological scan, or photographic plane is used. The lion body (assets/body.bin) is a baked indexed mesh from blended volumetric forms, extracted with marching tetrahedra. Limestone beds, fissures and toe grooves are cut into that geometry. The head, face, headdress folds, damaged nose, ears, tail, and bevelled base blocks are generated as 3D meshes in index.html. Small world-space vertex relief is added at runtime. The complete back is modeled. TEXTURE SOURCE Original procedural texture generated locally in index.html with deterministic seed 58. Canvas mineral speckles and pitting are combined with world-space noise for varied limestone tones. Triplanar world-space mapping maintains grain scale across components. A millimetre-scale bump finish supplements actual vertex relief and the deeper geometric erosion. No photograph, scanned surface, or AI-generated image is used as a texture. No texture attribution is required. SCALE AND LIGHTING One scene unit is treated as one gallery metre. Approximate study dimensions: 12 m long and 6.5 m high. These are interpretive exhibition dimensions, not surveyed dimensions of the monument at Giza. Changing camera distance never changes model scale. All views use the same 38-degree vertical field of view, fixed gallery key and fill lights, shadow map and stone materials. THREE DETAIL-DISTANCE IMAGES assets/detail-face.png — Face and headdress. Target distance 5.8 gallery m. assets/detail-paws.png — Front paws and stone base. Target distance 8.0 gallery m. assets/detail-back.png — Weathered back. Target distance 10.8 gallery m. These are 3D renders captured from the runnable scene, without screen annotations. The distance is from camera to its orbit target, not to the nearest surface. BROWSER CONTROLS Mouse: drag to orbit; scroll or +/- to zoom; shift-drag or right-drag to pan. Phone: one finger to orbit; pinch to zoom; move two fingers together to pan. Hotspots: five mesh-bound points focus face, headdress, paws, weathered back, base. Return to overview keeps exploration available. Hide hotspots remembers its state. Reset restores the original camera position, target and zoom, clears active input and detail panels, closes notes, and restores visible hotspots. LIBRARY SOURCE Three.js revision 160 is bundled locally as assets/three.module.js. Upstream: mrdoob/three.js, tag r160 (MIT license). Original package source: three@0.160.0/build/three.module.js. Copyright 2010–2023 Three.js Authors. Full license: assets/THREE-LICENSE.txt. DELIVERY index.html and assets/ form the static, browser-ready exhibit. No build step, backend, credentials, CDN, or external connection is needed at viewing time.