Spaces:
Running
Running
Text-to-Scene: the October 2026 re-run replaces the paper's Research Track numbers; latest cases; gallery
Browse filesLeaderboard (Text-to-Scene tab): bars, Pareto, ranking and tooltips from the internal leaderboard's sandboxed re-run, only configurations with all 20 cases scored; scores never rounded up, median cost per case. Cases: the four-agent comparison videos with a scene picker; the Industrial Harbor showcase stays. Gallery: every shown configuration on all 20 scenes, by agent and by scene. Image-to-Scene, the Task Format example, the Takeaways and the case explorer keep the paper's evaluation. Rebuild: scripts/t2s_sandbox_round.py and scripts/t2s_gallery.py (see README).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- README.md +28 -0
- assets/buildingbench.css +23 -0
- assets/chart-interactions.js +1 -1
- assets/compare-player.js +61 -0
- assets/gallery.css +101 -0
- assets/gallery.js +65 -0
- assets/leaderboard-bars.js +2 -2
- assets/leaderboard-controls.js +6 -2
- assets/paper.js +1 -1
- assets/pareto.js +5 -5
- assets/takeaway-bars.js +1 -1
- cases.html +3 -5
- data/leaderboard-details.json +154 -122
- data/pareto.json +70 -140
- data/t2s-sandbox.json +2470 -0
- gallery/cases.html +0 -0
- gallery/index.html +16 -0
- gallery/model/claude-fable-5.1-max.html +16 -0
- gallery/model/claude-haiku-5.5-max.html +16 -0
- gallery/model/claude-opus-5.5-max.html +16 -0
- gallery/model/claude-sonnet-5.5-max.html +16 -0
- gallery/model/deepseek-v4.1-flash-max.html +16 -0
- gallery/model/gemini-3.8-flash-high.html +16 -0
- gallery/model/gemini-4-argon-high.html +16 -0
- gallery/model/glm-5.3-flash-max.html +16 -0
- gallery/model/gpt-5.6-sol-max.html +16 -0
- gallery/model/gpt-6-astra-max.html +16 -0
- gallery/model/gpt-6.1-sol-max.html +16 -0
- gallery/model/grok-4.6-xhigh.html +16 -0
- gallery/model/grok-4.7-xhigh.html +16 -0
- gallery/model/muse-spark-1.3-max.html +16 -0
- gallery/model/muse-wonder-full-1.0-max.html +16 -0
- index.html +0 -0
- scripts/t2s_components.py +60 -0
- scripts/t2s_gallery.py +240 -0
- scripts/t2s_sandbox_round.py +523 -0
README.md
CHANGED
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@@ -23,6 +23,34 @@ Paper: [arXiv:2609.36777](https://arxiv.org/abs/2609.36777) · Code: [SimWorld-A
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Part of the [SimWorld](https://simworld.org) project.
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## Website design
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Layout, navigation, wireframe mark, typography and card geometry follow the user-provided [BuildingBench](https://enactra.ai/buildingbench/) design. The bar chart rendering and company palette are adapted from its [Figure Kit](http://ds-serv12.ucsd.edu:8875/figure-kit/#bar), specifically `bar-static/build.py`. All scores, configurations, authors, media, models and evaluator content remain Code4Scene's. The paper's 20-case public Text-to-Scene evaluation is distinguished from the current 129 public construction cases and the 160-case full construction target, including private cases.
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Part of the [SimWorld](https://simworld.org) project.
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## Text-to-Scene re-run (October 2026)
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Since 2026-10-16 the Text-to-Scene tabs show the sandboxed re-run of the 20 Research Track scenes instead of the paper's
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numbers (user: replace the T2S leaderboard, use the latest cases, put the gallery up, and leave out runs that have not
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finished). The Image-to-Scene tabs, the Task Format example, the Takeaways and the case explorer (`cases.html`) keep the
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paper's evaluation; the Takeaways and the explorer say so.
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- Leaderboard: bars, Pareto, ranking and tooltips for every configuration whose 20 cases are all scored. Case score =
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0.2 × Detailed + 0.6 × Overview + 0.2 × Physical; a case without a valid scene scores 0; the model's score is the mean.
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As on the internal leaderboard, scores are never rounded up (bar labels ×100 rounded down, table values truncated to
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three decimals) and cost is the median USD per case, to the cent. An agent that records no token usage has no cost and
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no Pareto point.
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- Cases: four agents (Claude Opus 5.5, GPT-6 Astra, GPT-6.1 Sol, Gemini 4 Argon) building the same scene, as a build
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time-lapse and an orbit, with a scene picker (`assets/compare-player.js`, `media/t2s/compare/`). The Industrial Harbor
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showcase stays.
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- Gallery (`gallery/`, linked from the menu): every shown configuration on all 20 scenes, by agent and by scene, as the
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evaluator's four renders (WebP), with case scores, components and costs.
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- `data/t2s-sandbox.json` holds the public data behind all three.
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Rebuild from a snapshot of the internal Text-to-Scene leaderboard (its served `data.json`, `gallery/gallery.json`,
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`gallery/img/` and `grids/<case>-compare.{mp4,jpg}` in one folder) plus `components.json`, which
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`scripts/t2s_components.py` extracts with the run-status page's own selection of results:
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python3 scripts/t2s_sandbox_round.py --src ../t2s-src [--videos blue-city,ruins,...]
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python3 scripts/t2s_gallery.py --src ../t2s-src
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Both are re-runnable: a later snapshot (a run that has since finished, a re-filmed comparison) just needs another run.
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## Website design
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Layout, navigation, wireframe mark, typography and card geometry follow the user-provided [BuildingBench](https://enactra.ai/buildingbench/) design. The bar chart rendering and company palette are adapted from its [Figure Kit](http://ds-serv12.ucsd.edu:8875/figure-kit/#bar), specifically `bar-static/build.py`. All scores, configurations, authors, media, models and evaluator content remain Code4Scene's. The paper's 20-case public Text-to-Scene evaluation is distinguished from the current 129 public construction cases and the 160-case full construction target, including private cases.
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assets/buildingbench.css
CHANGED
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@@ -78,3 +78,26 @@ svg.kit-ch{display:block;width:100%;height:auto;overflow:visible}
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/* the featured card's live scene (scripts/harbor_live.py) */
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.case-feature .live-scene{height:auto;min-height:400px;border-radius:16px 0 0 16px}
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@media(max-width:900px){.case-feature .live-scene{min-height:0;height:270px;border-radius:16px 16px 0 0}}
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/* the featured card's live scene (scripts/harbor_live.py) */
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.case-feature .live-scene{height:auto;min-height:400px;border-radius:16px 0 0 16px}
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@media(max-width:900px){.case-feature .live-scene{min-height:0;height:270px;border-radius:16px 16px 0 0}}
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/* t2s re-run: comparison videos, gallery link (scripts/t2s_sandbox_round.py) */
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.case-grid .case-compare{grid-column:1/-1;display:flex;flex-direction:column}
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.cmp-picker{display:flex;flex-wrap:wrap;gap:6px;padding:14px 16px;border-bottom:1px solid var(--line-soft)}
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.cmp-picker button{font:500 12px/1.2 Inter,Arial,sans-serif;padding:7px 12px;border:1px solid var(--line);border-radius:999px;background:#fff;color:var(--text-p);cursor:pointer;transition:border-color .15s,background .15s,color .15s}
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.cmp-picker button:hover{border-color:var(--green);color:var(--green)}
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.cmp-picker button[aria-selected=true]{background:var(--green-dark);border-color:var(--green-dark);color:#fff}
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.cmp-picker button:focus-visible{outline:2px solid var(--green);outline-offset:2px}
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.cmp-scroll{overflow-x:auto;background:#fff}
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.cmp-scroll:focus-visible{outline:2px solid var(--green);outline-offset:-2px}
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.cmp-video{display:block;width:100%;height:auto;aspect-ratio:1920/588;background:#fff}
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.cmp-swipe{display:none;margin:8px 16px 0;font-size:11px;color:var(--text-muted)}
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.case-card .meta.cmp-meta{border-top:1px solid var(--line-soft)}
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.case-card .meta.cmp-meta h4{font-size:17px}
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.case-card .meta p.cmp-brief{max-width:980px;margin-top:2px;font-size:12.5px;line-height:1.6;color:var(--text-p);display:-webkit-box;-webkit-line-clamp:2;-webkit-box-orient:vertical;overflow:hidden}
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.case-card .meta p.cmp-brief.open{display:block}
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.cmp-more{margin-top:4px;padding:0;border:0;background:none;font:600 11px Inter,Arial,sans-serif;color:var(--green);cursor:pointer}
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.cmp-scores{list-style:none;display:flex;flex-wrap:wrap;gap:6px 22px;margin:12px 0 0;padding:0;font-size:12px;color:var(--text-p)}
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.cmp-scores b{margin-left:7px;font:500 12.5px 'IBM Plex Mono',monospace;color:var(--text-h)}
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.gallery-link a{color:var(--green);font-weight:600}
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@media(max-width:760px){.cmp-video{width:760px;max-width:none}.cmp-swipe{display:block}.case-card .meta p.cmp-brief{font-size:11.5px}
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.cmp-picker{flex-wrap:nowrap;overflow-x:auto;scrollbar-width:none;padding:12px}.cmp-picker::-webkit-scrollbar{display:none}.cmp-picker button{flex:none}}
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@media(max-width:650px){.site-header nav{gap:10px}} /* six items since the gallery joined the menu */
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/* end t2s re-run */
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assets/chart-interactions.js
CHANGED
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@@ -1,5 +1,5 @@
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// BuildingBench interaction: full model hit targets, a viewport tooltip, and quieting the other marks.
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-
const detailPromise=fetch(new URL('../data/leaderboard-details.json?v=
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const tip=Object.assign(document.createElement('div'),{className:'chart-tooltip',id:'chart-tooltip'});tip.setAttribute('role','tooltip');document.body.append(tip);
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let active=null,pinned=false;
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function hide(){tip.classList.remove('on');active?.plot.querySelectorAll('.chart-node').forEach(n=>n.classList.remove('dim','hot'));active?.node.removeAttribute('aria-describedby');active=null;pinned=false;}
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// BuildingBench interaction: full model hit targets, a viewport tooltip, and quieting the other marks.
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const detailPromise=fetch(new URL('../data/leaderboard-details.json?v=20261016t2s',import.meta.url)).then(r=>{if(!r.ok)throw new Error('Leaderboard details unavailable');return r.json();});
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const tip=Object.assign(document.createElement('div'),{className:'chart-tooltip',id:'chart-tooltip'});tip.setAttribute('role','tooltip');document.body.append(tip);
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let active=null,pinned=false;
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function hide(){tip.classList.remove('on');active?.plot.querySelectorAll('.chart-node').forEach(n=>n.classList.remove('dim','hot'));active?.node.removeAttribute('aria-describedby');active=null;pinned=false;}
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assets/compare-player.js
ADDED
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@@ -0,0 +1,61 @@
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// Text-to-Scene comparison videos: one player and a scene picker (scripts/t2s_sandbox_round.py writes the data).
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// The video plays muted while it is on screen, like a moving figure; not with reduced motion, and not again after the
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// viewer pauses it.
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const card = document.getElementById('t2s-compare');
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if (card) {
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const items = JSON.parse(document.getElementById('cmp-data').textContent);
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const tabs = [...card.querySelectorAll('.cmp-picker [role=tab]')];
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const video = card.querySelector('.cmp-video');
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const brief = document.getElementById('cmp-brief');
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const more = Object.assign(document.createElement('button'), {type: 'button', className: 'cmp-more'});
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brief.after(more);
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const fit = () => { // "Full brief" only when the clamp actually hides text
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brief.classList.remove('open');
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more.textContent = 'Full brief';
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more.hidden = brief.scrollHeight <= brief.clientHeight + 1;
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};
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more.addEventListener('click', () => { more.textContent = brief.classList.toggle('open') ? 'Less' : 'Full brief'; });
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const calm = matchMedia('(prefers-reduced-motion: reduce)').matches;
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let inView = false, held = false, ours = false;
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video.addEventListener('pause', () => { if (!ours && !video.ended) held = true; ours = false; });
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video.addEventListener('play', () => { held = false; });
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const stop = () => { if (!video.paused) { ours = true; video.pause(); } };
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const auto = () => { if (!calm && !held && inView && card.offsetParent !== null) video.play().catch(() => {}); };
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new IntersectionObserver(([en]) => { inView = en.intersectionRatio >= 0.4; inView ? auto() : stop(); },
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{threshold: [0, 0.4]}).observe(video);
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function select(i, focus) {
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const it = items[i];
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tabs.forEach((b, j) => { const on = j === i; b.setAttribute('aria-selected', String(on)); b.tabIndex = on ? 0 : -1; });
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if (focus) tabs[i].focus();
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stop();
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video.poster = it.poster;
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video.src = it.mp4;
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video.setAttribute('aria-label', it.title + ': four agents build the scene, then an orbit of each finished scene');
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auto();
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document.getElementById('cmp-title').textContent = it.title;
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brief.textContent = it.brief;
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document.getElementById('cmp-scores').replaceChildren(...it.scores.map(([name, score]) => {
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const li = document.createElement('li'), n = document.createElement('span'), s = document.createElement('b');
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n.textContent = name; s.textContent = score; li.append(n, s); return li;
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}));
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document.getElementById('cmp-gallery').href = it.gallery;
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fit();
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}
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tabs.forEach((b, i) => {
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b.addEventListener('click', () => select(i));
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b.addEventListener('keydown', e => {
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if (!['ArrowLeft', 'ArrowRight', 'Home', 'End'].includes(e.key)) return;
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e.preventDefault();
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const j = e.key === 'Home' ? 0 : e.key === 'End' ? tabs.length - 1 : (i + (e.key === 'ArrowRight' ? 1 : -1) + tabs.length) % tabs.length;
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select(j, true);
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});
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});
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// the Image-to-Scene tab hides this card: stop the video with it, and resume when the tab comes back
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document.querySelectorAll('.seg[data-for=cases] button').forEach(b => b.addEventListener('click', () => {
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stop(); setTimeout(() => { fit(); auto(); });
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}));
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fit();
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addEventListener('resize', () => { if (!brief.classList.contains('open')) fit(); });
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}
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assets/gallery.css
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@@ -0,0 +1,101 @@
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/* Text-to-Scene gallery (scripts/t2s_gallery.py): the site's tokens and cards, applied to the evaluator's renders. */
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.gallery-page .page-main{padding-bottom:40px}
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.gal-top{padding-top:44px;padding-bottom:6px}
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.gal-top .section-title{margin-bottom:14px}
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.gal-switch{display:inline-flex;gap:4px;margin-top:18px;padding:4px;border-radius:10px;background:#e9ede8}
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.gal-switch a{padding:7px 14px;border-radius:7px;font-size:13px;font-weight:600;color:var(--text-p)}
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.gal-switch a.on{background:#fff;color:var(--ink);box-shadow:0 1px 4px #152a1915}
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| 8 |
+
.gal-pills{display:flex;flex-wrap:wrap;gap:6px;margin-top:18px}
|
| 9 |
+
.gal-pills a{padding:6px 11px;border:1px solid var(--line);border-radius:999px;background:#fff;font-size:12px;font-weight:500;color:var(--text-p)}
|
| 10 |
+
.gal-pills a:hover{border-color:var(--green);color:var(--green)}
|
| 11 |
+
.gal-body{padding-top:22px}
|
| 12 |
+
.gal-note{margin:0 0 12px;font-size:12px;color:var(--text-muted)}
|
| 13 |
+
|
| 14 |
+
/* by agent */
|
| 15 |
+
.gal-agents{list-style:none;margin:0;padding:0;display:grid;gap:10px}
|
| 16 |
+
.gal-agent{display:grid;grid-template-columns:30px minmax(220px,1.25fr) 84px 104px minmax(260px,2.3fr);gap:12px;align-items:center;padding:12px 16px;border:1px solid #d7ded5;border-radius:14px;background:#fff;color:inherit;transition:border-color .15s}
|
| 17 |
+
.gal-agent:hover{border-color:var(--green)}
|
| 18 |
+
.gal-agent .rk{font-size:14px;color:var(--text-muted);font-variant-numeric:tabular-nums}
|
| 19 |
+
.gal-agent .who{display:flex;align-items:center;gap:10px;min-width:0}
|
| 20 |
+
.gal-agent .who b{display:block;font-size:15px;color:var(--text-h)}
|
| 21 |
+
.gal-agent .who small{display:block;font-size:12px;color:var(--text-muted)}
|
| 22 |
+
.gallery-page .logo{display:inline-flex;flex:none;width:22px;height:22px}
|
| 23 |
+
.gallery-page .logo svg{width:100%;height:100%}
|
| 24 |
+
.gal-agent .num{font:500 14px 'IBM Plex Mono',monospace;color:var(--text-p)}
|
| 25 |
+
.gal-agent .num small{display:block;font:600 9.5px Inter,Arial,sans-serif;letter-spacing:.07em;text-transform:uppercase;color:var(--text-muted)}
|
| 26 |
+
.gal-agent .num b{font-weight:500;font-size:17px;color:var(--text-h)}
|
| 27 |
+
.gal-agent .strip{display:grid;grid-template-columns:repeat(5,1fr);gap:4px}
|
| 28 |
+
.gal-agent .strip img{display:block;width:100%;height:auto;aspect-ratio:16/9;object-fit:cover;border-radius:5px;background:#eef0f2}
|
| 29 |
+
|
| 30 |
+
/* a scene, on either page */
|
| 31 |
+
.gal-case{margin:0 0 14px;padding:16px 18px 18px;border:1px solid #d7ded5;border-radius:16px;background:#fff;scroll-margin-top:16px}
|
| 32 |
+
.gal-case-head{display:flex;flex-wrap:wrap;align-items:baseline;gap:4px 16px}
|
| 33 |
+
.gal-case-head h2{margin:0;font-size:19px;letter-spacing:-.3px;color:var(--text-h)}
|
| 34 |
+
.gal-score{font:500 17px 'IBM Plex Mono',monospace;color:var(--text-h)}
|
| 35 |
+
.gal-comp{font-size:12px;color:var(--text-muted)}
|
| 36 |
+
.gal-cost{font:500 13px 'IBM Plex Mono',monospace;color:var(--text-p)}
|
| 37 |
+
.gal-up{margin-left:auto;font-size:12px;font-weight:600;color:var(--green)}
|
| 38 |
+
.gal-brief{max-width:1000px;margin:6px 0 4px;font-size:12.5px;line-height:1.6;color:var(--text-p);display:-webkit-box;-webkit-line-clamp:2;-webkit-box-orient:vertical;overflow:hidden}
|
| 39 |
+
.gal-brief.open{display:block}
|
| 40 |
+
.gal-brief-btn{margin:0 0 10px;padding:0;border:0;background:none;font:600 11px Inter,Arial,sans-serif;color:var(--green);cursor:pointer}
|
| 41 |
+
.gal-views{display:grid;grid-template-columns:repeat(4,1fr);gap:6px;margin-top:10px}
|
| 42 |
+
.gal-views img,.gal-first img{display:block;width:100%;height:auto;aspect-ratio:16/9;border-radius:8px;background:#eef0f2}
|
| 43 |
+
a.gimg{position:relative;display:block;border-radius:8px;outline-offset:2px}
|
| 44 |
+
.gal-chip{position:absolute;top:7px;right:7px;padding:2px 7px;border-radius:6px;background:#17201de0;color:#8ff0c9;font:500 12.5px/1.5 'IBM Plex Mono',monospace}
|
| 45 |
+
a.gimg[hidden]{display:none}
|
| 46 |
+
a.gimg:hover img{filter:brightness(1.04)}
|
| 47 |
+
|
| 48 |
+
/* by scene */
|
| 49 |
+
.gal-grid{display:grid;grid-template-columns:repeat(auto-fill,minmax(220px,1fr));gap:12px 10px;margin-top:10px}
|
| 50 |
+
.gal-tile{margin:0}
|
| 51 |
+
.gal-tile figcaption{display:flex;align-items:center;gap:6px;margin-top:6px;font-size:12px}
|
| 52 |
+
.gal-tile figcaption .dot{flex:none;width:9px;height:9px;border-radius:50%}
|
| 53 |
+
.gal-tile figcaption .who{flex:1;min-width:0;overflow:hidden;white-space:nowrap;text-overflow:ellipsis;font-weight:600;color:var(--text-h)}
|
| 54 |
+
.gal-tile figcaption .who:hover{color:var(--green)}
|
| 55 |
+
.gal-tile figcaption small{font:500 11px 'IBM Plex Mono',monospace;color:var(--text-muted)}
|
| 56 |
+
|
| 57 |
+
/* one agent */
|
| 58 |
+
.gal-crumb{margin-bottom:10px;font-size:12px;color:var(--text-muted)}
|
| 59 |
+
.gal-crumb a{color:var(--green);font-weight:600}
|
| 60 |
+
.gal-name{display:flex;align-items:center;gap:14px}
|
| 61 |
+
.gallery-page .gal-name .logo{width:36px;height:36px}
|
| 62 |
+
.gal-stats{display:flex;flex-wrap:wrap;gap:10px 30px;margin-top:18px}
|
| 63 |
+
.gal-stats small{display:block;font-size:9.5px;font-weight:600;letter-spacing:.07em;text-transform:uppercase;color:var(--text-muted)}
|
| 64 |
+
.gal-stats b{font:500 20px 'IBM Plex Mono',monospace;color:var(--text-h)}
|
| 65 |
+
.gal-stats b span{font-size:12px;color:var(--text-muted)}
|
| 66 |
+
.gal-pn{display:flex;justify-content:space-between;gap:12px;margin-top:20px;font-size:13px}
|
| 67 |
+
.gal-pn a{font-weight:600;color:var(--green)}
|
| 68 |
+
|
| 69 |
+
/* the viewer */
|
| 70 |
+
.gbox{position:fixed;inset:0;z-index:1000;display:flex;align-items:center;justify-content:center;padding:24px 64px;background:rgba(12,16,14,.93)}
|
| 71 |
+
.gbox[hidden]{display:none}
|
| 72 |
+
.gbox figure{margin:0;max-width:min(1280px,100%)}
|
| 73 |
+
.gbox img{display:block;max-width:100%;max-height:calc(100vh - 110px);margin:auto;border-radius:8px;background:#222}
|
| 74 |
+
.gbox-cap{margin-top:10px;text-align:center;font-size:13px;color:#e6ebe6}
|
| 75 |
+
.gbox button{position:absolute;width:44px;height:44px;border:0;border-radius:999px;background:rgba(255,255,255,.12);color:#fff;font:400 26px/44px Inter,Arial,sans-serif;cursor:pointer}
|
| 76 |
+
.gbox button:hover{background:rgba(255,255,255,.24)}
|
| 77 |
+
.gbox button:focus-visible{outline:2px solid #fff;outline-offset:2px}
|
| 78 |
+
.gbox-x{top:14px;right:14px}
|
| 79 |
+
.gbox-prev{left:12px;top:calc(50% - 22px)}
|
| 80 |
+
.gbox-next{right:12px;top:calc(50% - 22px)}
|
| 81 |
+
|
| 82 |
+
@media(max-width:900px){
|
| 83 |
+
.gal-agent{grid-template-columns:24px minmax(0,1fr) auto auto;gap:10px}
|
| 84 |
+
.gal-agent .strip{grid-column:1/-1}
|
| 85 |
+
.gal-views{grid-template-columns:repeat(2,1fr)}
|
| 86 |
+
.gal-up{margin-left:0}
|
| 87 |
+
}
|
| 88 |
+
@media(max-width:560px){
|
| 89 |
+
.gal-top{padding-top:28px}
|
| 90 |
+
.gal-agent{grid-template-columns:16px minmax(0,1fr) auto auto;gap:8px;padding:10px 12px}
|
| 91 |
+
.gal-agent .who{gap:8px}
|
| 92 |
+
.gal-agent .who b{font-size:13px}
|
| 93 |
+
.gal-agent .num{font-size:12px}
|
| 94 |
+
.gal-agent .num b{font-size:14px}
|
| 95 |
+
.gal-case{padding:12px 12px 14px}
|
| 96 |
+
.gal-case-head h2{font-size:17px}
|
| 97 |
+
.gal-grid{grid-template-columns:repeat(2,minmax(0,1fr))}
|
| 98 |
+
.gbox{padding:16px 8px 64px}
|
| 99 |
+
.gbox-prev,.gbox-next{top:auto;bottom:10px}
|
| 100 |
+
.gbox-prev{left:calc(50% - 54px)}.gbox-next{right:calc(50% - 54px)}
|
| 101 |
+
}
|
assets/gallery.js
ADDED
|
@@ -0,0 +1,65 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Text-to-Scene gallery (scripts/t2s_gallery.py): a viewer for the renders, stepping through one agent's four views
|
| 2 |
+
// of a scene, and "Full brief" for the scene briefs. Without it, every thumbnail still links to its full render.
|
| 3 |
+
(() => {
|
| 4 |
+
const links = [...document.querySelectorAll('a.gimg')];
|
| 5 |
+
if (links.length) {
|
| 6 |
+
const box = document.createElement('div');
|
| 7 |
+
box.className = 'gbox'; box.hidden = true;
|
| 8 |
+
box.setAttribute('role', 'dialog'); box.setAttribute('aria-modal', 'true'); box.setAttribute('aria-label', 'Render viewer');
|
| 9 |
+
box.innerHTML = '<button class="gbox-x" type="button" aria-label="Close">×</button>'
|
| 10 |
+
+ '<button class="gbox-prev" type="button" aria-label="Previous view">‹</button>'
|
| 11 |
+
+ '<figure><img alt=""><figcaption class="gbox-cap"></figcaption></figure>'
|
| 12 |
+
+ '<button class="gbox-next" type="button" aria-label="Next view">›</button>';
|
| 13 |
+
document.body.append(box);
|
| 14 |
+
const img = box.querySelector('img'), cap = box.querySelector('.gbox-cap'), buttons = [...box.querySelectorAll('button')];
|
| 15 |
+
let group = [], i = 0, opener = null;
|
| 16 |
+
const show = k => {
|
| 17 |
+
i = (k + group.length) % group.length;
|
| 18 |
+
const a = group[i];
|
| 19 |
+
img.src = a.href; img.alt = a.dataset.caption; cap.textContent = a.dataset.caption;
|
| 20 |
+
new Image().src = group[(i + 1) % group.length].href; // the next view, ahead of the click
|
| 21 |
+
};
|
| 22 |
+
const open = a => {
|
| 23 |
+
group = links.filter(x => x.dataset.group === a.dataset.group);
|
| 24 |
+
opener = a; show(group.indexOf(a));
|
| 25 |
+
box.hidden = false; document.body.style.overflow = 'hidden'; buttons[0].focus();
|
| 26 |
+
};
|
| 27 |
+
const close = () => {
|
| 28 |
+
box.hidden = true; img.removeAttribute('src'); document.body.style.overflow = '';
|
| 29 |
+
if (opener) opener.focus();
|
| 30 |
+
};
|
| 31 |
+
links.forEach(a => a.addEventListener('click', ev => {
|
| 32 |
+
if (ev.metaKey || ev.ctrlKey || ev.shiftKey || ev.altKey || ev.button) return;
|
| 33 |
+
ev.preventDefault(); open(a);
|
| 34 |
+
}));
|
| 35 |
+
buttons[0].addEventListener('click', close);
|
| 36 |
+
buttons[1].addEventListener('click', () => show(i - 1));
|
| 37 |
+
buttons[2].addEventListener('click', () => show(i + 1));
|
| 38 |
+
box.addEventListener('click', ev => { if (ev.target === box) close(); });
|
| 39 |
+
document.addEventListener('keydown', ev => {
|
| 40 |
+
if (box.hidden) return;
|
| 41 |
+
if (ev.key === 'Escape') close();
|
| 42 |
+
else if (ev.key === 'ArrowLeft') show(i - 1);
|
| 43 |
+
else if (ev.key === 'ArrowRight') show(i + 1);
|
| 44 |
+
else if (ev.key === 'Tab') { // keep focus on the viewer's three buttons
|
| 45 |
+
const k = buttons.indexOf(document.activeElement);
|
| 46 |
+
ev.preventDefault(); buttons[(k + (ev.shiftKey ? -1 : 1) + buttons.length) % buttons.length].focus();
|
| 47 |
+
}
|
| 48 |
+
});
|
| 49 |
+
}
|
| 50 |
+
// briefs: two lines, and a "Full brief" button where that hides text
|
| 51 |
+
const fit = () => document.querySelectorAll('.gal-brief').forEach(p => {
|
| 52 |
+
let b = p.nextElementSibling;
|
| 53 |
+
if (!b || !b.classList.contains('gal-brief-btn')) {
|
| 54 |
+
b = Object.assign(document.createElement('button'), {type: 'button', className: 'gal-brief-btn'});
|
| 55 |
+
b.addEventListener('click', () => { b.textContent = p.classList.toggle('open') ? 'Less' : 'Full brief'; });
|
| 56 |
+
p.after(b);
|
| 57 |
+
}
|
| 58 |
+
if (p.classList.contains('open')) return;
|
| 59 |
+
b.textContent = 'Full brief';
|
| 60 |
+
b.hidden = p.scrollHeight <= p.clientHeight + 1;
|
| 61 |
+
});
|
| 62 |
+
(document.fonts ? document.fonts.ready : Promise.resolve()).then(fit);
|
| 63 |
+
let t;
|
| 64 |
+
addEventListener('resize', () => { clearTimeout(t); t = setTimeout(fit, 150); });
|
| 65 |
+
})();
|
assets/leaderboard-bars.js
CHANGED
|
@@ -1,9 +1,9 @@
|
|
| 1 |
// Bar layout and name wrapping adapted from BuildingBench figure-kit/bar-static/build.py.
|
| 2 |
// Data is exclusively the existing Code4Scene data/site.js paper board; no reference benchmark scores.
|
| 3 |
(async function(){
|
| 4 |
-
const {bindChartTooltip}=await import("./chart-interactions.js?v=
|
| 5 |
await Promise.all([document.fonts.load('400 13px Inter'),document.fonts.load('700 13px Inter'),document.fonts.load('500 15.5px "IBM Plex Mono"')]);
|
| 6 |
-
const ALL = {"t2s": [{"name": "Claude
|
| 7 |
const LOGOS = {"Anthropic": {"icon": "anthropic", "fill": "#141413", "viewBox": "0 0 24 24", "inner": "<path d=\"M13.827 3.52h3.603L24 20h-3.603l-6.57-16.48zm-7.258 0h3.767L16.906 20h-3.674l-1.343-3.461H5.017l-1.344 3.46H0L6.57 3.522zm4.132 9.959L8.453 7.687 6.205 13.48H10.7z\"></path>", "rule": "evenodd"}, "OpenAI": {"icon": "openai", "fill": "#141413", "viewBox": "0 0 24 24", "inner": "<path d=\"M9.205 8.658v-2.26c0-.19.072-.333.238-.428l4.543-2.616c.619-.357 1.356-.523 2.117-.523 2.854 0 4.662 2.212 4.662 4.566 0 .167 0 .357-.024.547l-4.71-2.759a.797.797 0 00-.856 0l-5.97 3.473zm10.609 8.8V12.06c0-.333-.143-.57-.429-.737l-5.97-3.473 1.95-1.118a.433.433 0 01.476 0l4.543 2.617c1.309.76 2.189 2.378 2.189 3.948 0 1.808-1.07 3.473-2.76 4.163zM7.802 12.703l-1.95-1.142c-.167-.095-.239-.238-.239-.428V5.899c0-2.545 1.95-4.472 4.591-4.472 1 0 1.927.333 2.712.928L8.23 5.067c-.285.166-.428.404-.428.737v6.898zM12 15.128l-2.795-1.57v-3.33L12 8.658l2.795 1.57v3.33L12 15.128zm1.796 7.23c-1 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fill-rule=\"nonzero\"></path><defs><linearGradient id=\"lobe-icons-qwen-_R_0_\" x1=\"0%\" x2=\"100%\" y1=\"0%\" y2=\"0%\"><stop offset=\"0%\" stop-color=\"#6336E7\" stop-opacity=\".84\"></stop><stop offset=\"100%\" stop-color=\"#6F69F7\" stop-opacity=\".84\"></stop></linearGradient></defs>", "rule": null}};
|
| 8 |
for(const [key,DATA] of Object.entries(ALL)){
|
| 9 |
const svg=document.getElementById('bars-'+key), W=1200, H=420;
|
|
|
|
| 1 |
// Bar layout and name wrapping adapted from BuildingBench figure-kit/bar-static/build.py.
|
| 2 |
// Data is exclusively the existing Code4Scene data/site.js paper board; no reference benchmark scores.
|
| 3 |
(async function(){
|
| 4 |
+
const {bindChartTooltip}=await import("./chart-interactions.js?v=20261016t2s");
|
| 5 |
await Promise.all([document.fonts.load('400 13px Inter'),document.fonts.load('700 13px Inter'),document.fonts.load('500 15.5px "IBM Plex Mono"')]);
|
| 6 |
+
const ALL = {"t2s": [{"name": "Claude Sonnet 5.5 (max)", "org": "Anthropic", "score": 0.83738, "colour": "#D97757", "ink": "#ffffff", "label": "83", "new": false}, {"name": "Claude Opus 5.5 (max)", "org": "Anthropic", "score": 0.83255, "colour": "#D97757", "ink": "#ffffff", "label": "83", "new": false}, {"name": "Claude Fable 5.1 (max)", "org": "Anthropic", "score": 0.8001, "colour": "#D97757", "ink": "#ffffff", "label": "80", "new": false}, {"name": "GPT-6 Astra (max)", "org": "OpenAI", "score": 0.79052, "colour": "#10A37F", "ink": "#ffffff", "label": "79", "new": false}, {"name": "GPT-6.1 Sol (max)", "org": "OpenAI", "score": 0.78454, "colour": "#10A37F", "ink": "#ffffff", "label": "78", "new": false}, {"name": "Gemini 4 Argon (high)", "org": "Google", "score": 0.777895, "colour": "#7b1fa2", "ink": "#ffffff", "label": "77", "new": false}, {"name": "GPT-5.6 Sol (max)", "org": "OpenAI", "score": 0.723635, "colour": "#10A37F", "ink": "#ffffff", "label": "72", "new": false}, {"name": "Claude Haiku 5.5 (max)", "org": "Anthropic", "score": 0.718775, "colour": "#D97757", "ink": "#ffffff", "label": "71", "new": false}, {"name": "Muse Wonder Full 1.0 (max)", "org": "Meta", "score": 0.71514, "colour": "#42a5f5", "ink": "#111111", "label": "71", "new": false}, {"name": "Gemini 3.8 Flash (high)", "org": "Google", "score": 0.6946, "colour": "#7b1fa2", "ink": "#ffffff", "label": "69", "new": false}, {"name": "Grok 4.6 (xhigh)", "org": "xAI", "score": 0.625745, "colour": "#111111", "ink": "#ffffff", "label": "62", "new": false}, {"name": "Muse Spark 1.3 (max)", "org": "Meta", "score": 0.54823, "colour": "#42a5f5", "ink": "#111111", "label": "54", "new": false}, {"name": "GLM-5.3 Flash (max)", "org": "Z.ai", "score": 0.542365, "colour": "#96650b", "ink": "#ffffff", "label": "54", "new": false}, {"name": "Grok 4.7 (xhigh)", "org": "xAI", "score": 0.541915, "colour": "#111111", "ink": "#ffffff", "label": "54", "new": false}, {"name": "DeepSeek V4.1 Flash (max)", "org": "DeepSeek", "score": 0.366635, "colour": "#3f51e0", "ink": "#ffffff", "label": "36", "new": false}], "i2s": [{"name": "Gemini 3.8 Flash (high)", "org": "Google", "score": 0.5810600533333334, "colour": "#7b1fa2", "ink": "#ffffff", "label": "58", "new": false}, {"name": "GPT-6 Astra (max)", "org": "OpenAI", "score": 0.5148505733333334, "colour": "#10A37F", "ink": "#ffffff", "label": "51", "new": false}, {"name": "Claude Opus 5 (max)", "org": "Anthropic", "score": 0.46809998666666675, "colour": "#D97757", "ink": "#ffffff", "label": "47", "new": false}, {"name": "Claude Fable 5.1 (max)", "org": "Anthropic", "score": 0.4243479600000001, "colour": "#D97757", "ink": "#ffffff", "label": "42", "new": false}, {"name": "GPT-5.6 Sol (high)", "org": "OpenAI", "score": 0.3929589333333333, "colour": "#10A37F", "ink": "#ffffff", "label": "39", "new": false}, {"name": "Muse Spark 1.3 (medium)", "org": "Meta", "score": 0.35821573333333334, "colour": "#42a5f5", "ink": "#111111", "label": "36", "new": false}, {"name": "GLM-5.3 Flash (max)", "org": "Z.ai", "score": 0.3199877333333333, "colour": "#96650b", "ink": "#ffffff", "label": "32", "new": false}, {"name": "Qwen 3.8 27B (thinking on)", "org": "Alibaba", "score": 0.2261779866666667, "colour": "#fe7016", "ink": "#111111", "label": "23", "new": false}, {"name": "DeepSeek V4.1 Flash (high)", "org": "DeepSeek", "score": 0.21048916, "colour": "#3f51e0", "ink": "#ffffff", "label": "21", "new": false}, {"name": "Qwen 3.8 27B (thinking off)", "org": "Alibaba", "score": 0.19970338666666668, "colour": "#fe7016", "ink": "#111111", "label": "20", "new": false}, {"name": "Inkling (high)", "org": "Thinking Machines", "score": 0.19801974666666666, "colour": "#686868", "ink": "#ffffff", "label": "20", "new": false}, {"name": "Grok 4.6 (high)", "org": "xAI", "score": 0.18414012, "colour": "#111111", "ink": "#ffffff", "label": "18", "new": false}, {"name": "Gemma 4 31B (thinking on)", "org": "Google", "score": 0.12554015999999998, "colour": "#7b1fa2", "ink": "#ffffff", "label": "13", "new": false}, {"name": "Gemma 4 31B (thinking off)", "org": "Google", "score": 0.11503794666666667, "colour": "#7b1fa2", "ink": "#ffffff", "label": "12", "new": false}]};
|
| 7 |
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stop-opacity=\"0.39\"></stop><stop offset=\"1\" stop-color=\"currentColor\" stop-opacity=\"0.22\"></stop></linearGradient><linearGradient gradientUnits=\"userSpaceOnUse\" id=\"lobe-icons-union-alpha-2-_R_0_\" x1=\"5.27425\" x2=\"5.24944\" y1=\"5.41908\" y2=\"14.0217\"><stop stop-color=\"currentColor\" stop-opacity=\"0.15\"></stop><stop offset=\"1\" stop-color=\"currentColor\" stop-opacity=\"0.87\"></stop></linearGradient><linearGradient gradientUnits=\"userSpaceOnUse\" id=\"lobe-icons-union-alpha-3-_R_0_\" x1=\"14.1443\" x2=\"14.1443\" y1=\"14.4319\" y2=\"19.26\"><stop stop-color=\"currentColor\" stop-opacity=\"0.93\"></stop><stop offset=\"1\" stop-color=\"currentColor\" stop-opacity=\"0.57\"></stop></linearGradient><linearGradient gradientUnits=\"userSpaceOnUse\" id=\"lobe-icons-union-alpha-4-_R_0_\" x1=\"14.1443\" x2=\"14.1443\" y1=\"14.4319\" y2=\"19.26\"><stop stop-color=\"currentColor\" stop-opacity=\"0.93\"></stop><stop offset=\"1\" stop-color=\"currentColor\" stop-opacity=\"0.57\"></stop></linearGradient><linearGradient gradientUnits=\"userSpaceOnUse\" id=\"lobe-icons-union-alpha-5-_R_0_\" x1=\"17.2822\" x2=\"17.2822\" y1=\"4.16504\" y2=\"8.87602\"><stop stop-color=\"#D72725\"></stop><stop offset=\"1\" stop-color=\"#CD2920\"></stop></linearGradient></defs>", "rule": null}, "Cognition": {"icon": "devin-color", "viewBox": "0 0 24 24", "inner": "<path d=\"M2.033 9.867l2.554 1.483a.589.589 0 00.592 0l2.554-1.483.01-.008a.608.608 0 00.11-.084l.013-.015a.631.631 0 00.076-.1c.003-.005.008-.01.01-.016a.558.558 0 00.052-.125l.007-.028a.611.611 0 00.019-.14V7.868c0-.572.307-1.105.8-1.392a1.595 1.595 0 011.598 0l1.277.742a.54.54 0 00.129.053l.028.01c.044.01.088.015.133.016h.006l.013-.002a.587.587 0 00.27-.074l.011-.004 2.554-1.483a.596.596 0 00.297-.516V2.253a.595.595 0 00-.297-.516L12.293.257a.587.587 0 00-.591 0L9.148 1.737l-.01.01a.609.609 0 00-.109.083l-.014.015a.632.632 0 00-.076.1c-.003.005-.008.01-.01.016a.57.57 0 00-.052.124l-.007.028a.612.612 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1.643 0 01-1.516 1.012l-8-.018-.002.002.699-1.669 7.303.042-5.122-5.246z\" fill=\"#5019C5\" fill-rule=\"evenodd\"></path>", "rule": null}, "Stealth": {"wordmark": ["STEALTH"]}, "Thinking Machines": {"wordmark": ["THINKING", "MACHINES"]}, "Alibaba": {"icon": "qwen-color", "viewBox": "0 0 24 24", "inner": "<path d=\"M12.604 1.34c.393.69.784 1.382 1.174 2.075a.18.18 0 00.157.091h5.552c.174 0 .322.11.446.327l1.454 2.57c.19.337.24.478.024.837-.26.43-.513.864-.76 1.3l-.367.658c-.106.196-.223.28-.04.512l2.652 4.637c.172.301.111.494-.043.77-.437.785-.882 1.564-1.335 2.34-.159.272-.352.375-.68.37-.777-.016-1.552-.01-2.327.016a.099.099 0 00-.081.05 575.097 575.097 0 01-2.705 4.74c-.169.293-.38.363-.725.364-.997.003-2.002.004-3.017.002a.537.537 0 01-.465-.271l-1.335-2.323a.09.09 0 00-.083-.049H4.982c-.285.03-.553-.001-.805-.092l-1.603-2.77a.543.543 0 01-.002-.54l1.207-2.12a.198.198 0 000-.197 550.951 550.951 0 01-1.875-3.272l-.79-1.395c-.16-.31-.173-.496.095-.965.465-.813.927-1.625 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fill-rule=\"nonzero\"></path><defs><linearGradient id=\"lobe-icons-qwen-_R_0_\" x1=\"0%\" x2=\"100%\" y1=\"0%\" y2=\"0%\"><stop offset=\"0%\" stop-color=\"#6336E7\" stop-opacity=\".84\"></stop><stop offset=\"100%\" stop-color=\"#6F69F7\" stop-opacity=\".84\"></stop></linearGradient></defs>", "rule": null}};
|
| 8 |
for(const [key,DATA] of Object.entries(ALL)){
|
| 9 |
const svg=document.getElementById('bars-'+key), W=1200, H=420;
|
assets/leaderboard-controls.js
CHANGED
|
@@ -1,3 +1,7 @@
|
|
| 1 |
-
const input=document.getElementById('model-search'),tables=[...document.querySelectorAll('table.board')];
|
| 2 |
-
|
|
|
|
|
|
|
|
|
|
| 3 |
input.addEventListener('input',filter);tables.forEach(t=>t.querySelectorAll('th[data-k]').forEach(th=>th.addEventListener('click',filter)));
|
|
|
|
|
|
| 1 |
+
const input=document.getElementById('model-search'),tables=[...document.querySelectorAll('table.board')],count=document.getElementById('ranking-count');
|
| 2 |
+
// the two tabs rank different line-ups (Text-to-Scene re-run vs the paper's Image-to-Scene), so count the visible one
|
| 3 |
+
const visible=()=>tables.find(t=>t.offsetParent!==null)||tables[0];
|
| 4 |
+
function filter(){const q=input.value.trim().toLowerCase();for(const table of tables){let rank=0;for(const row of table.tBodies[0].rows){row.hidden=!row.dataset.search.includes(q);if(!row.hidden)row.cells[0].textContent=++rank;}}
|
| 5 |
+
const rows=[...visible().tBodies[0].rows],shown=rows.filter(r=>!r.hidden).length;count.textContent=q?shown+' of '+rows.length+' configurations':rows.length+' configurations';}
|
| 6 |
input.addEventListener('input',filter);tables.forEach(t=>t.querySelectorAll('th[data-k]').forEach(th=>th.addEventListener('click',filter)));
|
| 7 |
+
document.querySelectorAll('.seg[data-for=leaderboard] button').forEach(b=>b.addEventListener('click',()=>setTimeout(filter)));
|
assets/paper.js
CHANGED
|
@@ -35,7 +35,7 @@
|
|
| 35 |
var asc = th.classList.contains("sorted") ? !th.classList.contains("asc") : th.getAttribute("data-best") === "low";
|
| 36 |
ths.forEach(function (x) { x.classList.remove("sorted", "asc"); }); th.classList.add("sorted"); if (asc) th.classList.add("asc");
|
| 37 |
var body = tb.tBodies[0], rows = [].slice.call(body.rows);
|
| 38 |
-
rows.sort(function (a, b) { var
|
| 39 |
rows.forEach(function (r, i) { r.cells[0].textContent = i + 1; body.appendChild(r); });
|
| 40 |
});
|
| 41 |
});
|
|
|
|
| 35 |
var asc = th.classList.contains("sorted") ? !th.classList.contains("asc") : th.getAttribute("data-best") === "low";
|
| 36 |
ths.forEach(function (x) { x.classList.remove("sorted", "asc"); }); th.classList.add("sorted"); if (asc) th.classList.add("asc");
|
| 37 |
var body = tb.tBodies[0], rows = [].slice.call(body.rows);
|
| 38 |
+
rows.sort(function (a, b) { var p = a.cells[ci].getAttribute("data-v"), q = b.cells[ci].getAttribute("data-v"); if (p === "" || q === "") return (p === "") - (q === ""); var x = +p, y = +q; return asc ? x - y : y - x; });
|
| 39 |
rows.forEach(function (r, i) { r.cells[0].textContent = i + 1; body.appendChild(r); });
|
| 40 |
});
|
| 41 |
});
|
assets/pareto.js
CHANGED
|
@@ -1,9 +1,9 @@
|
|
| 1 |
-
import {bindChartTooltip} from "./chart-interactions.js?v=
|
| 2 |
// Adapted from BuildingBench's figure-kit/pareto-frontier/render.py and live SVG.
|
| 3 |
// Domain, costs and scores are exclusively Code4Scene's historical paper evaluation.
|
| 4 |
const NS='http://www.w3.org/2000/svg';
|
| 5 |
const colors={openai:'#10A37F',claude:'#D97757',gemini:'#7b1fa2',meta:'#42a5f5',deepseek:'#3f51e0',zai:'#96650b',grok:'#111111',qwen:'#fe7016',thinkingmachines:'#686868'};
|
| 6 |
-
const data=await fetch('data/pareto.json?v=
|
| 7 |
await Promise.all([document.fonts.load('400 13px Inter'),document.fonts.load('700 16px Inter')]);
|
| 8 |
const measure=document.createElement('canvas').getContext('2d');
|
| 9 |
function node(tag,attrs,text){const n=document.createElementNS(NS,tag);for(const[k,v]of Object.entries(attrs))n.setAttribute(k,v);if(text!==undefined)n.textContent=text;return n;}
|
|
@@ -18,20 +18,20 @@ for(const svg of document.querySelectorAll('.pareto-svg')){
|
|
| 18 |
for(const t of [0,.24,.48,.72,.96]){add('line',{x1:96,x2:1170,y1:y(t),y2:y(t),class:'grid'});add('text',{x:84,y:y(t)+4,class:'tick','text-anchor':'end'},t.toFixed(2));}
|
| 19 |
for(const c of [100,50,20,10,5,2,1,.5,.2,.1,.05,.02,.01,.005,.002,.001])if(-Math.log10(c)>lo&&-Math.log10(c)<hi){add('line',{x1:x(c),x2:x(c),y1:25.2,y2:473.2,class:'grid vertical'});add('text',{x:x(c),y:499,class:'tick','text-anchor':'middle'},'$'+c);}
|
| 20 |
add('line',{x1:96,x2:1170,y1:473.2,y2:473.2,class:'axis'});
|
| 21 |
-
add('text',{x:633,y:539,class:'axis-title','text-anchor':'middle'},'Mean Cost per Case (USD) · cheaper →');
|
| 22 |
add('text',{x:27,y:249,transform:'rotate(-90 27 249)',class:'axis-title','text-anchor':'middle'},{t2s:'Text-to-Scene Score',i2s:'Image-to-Scene Score'}[svg.dataset.mode]);
|
| 23 |
const path=front.map((d,i)=>(i?'L':'M')+x(d.cost)+','+y(d.score)).join(' ');
|
| 24 |
add('path',{d:path,class:'frontier-halo'});add('path',{d:path,class:'frontier-line'});
|
| 25 |
const points=rows.map(d=>({x:x(d.cost),y:y(d.score)}));const boxes=points.map(p=>[p.x-9,p.y-9,p.x+9,p.y+9]);
|
| 26 |
const linePoints=[];for(let i=1;i<front.length;i++){const a=front[i-1],b=front[i],n=Math.max(2,Math.ceil(Math.hypot(x(b.cost)-x(a.cost),y(b.score)-y(a.score))/5));for(let j=0;j<=n;j++)linePoints.push([x(a.cost)+(x(b.cost)-x(a.cost))*j/n,y(a.score)+(y(b.score)-y(a.score))*j/n]);}
|
| 27 |
for(const d of [...rows].sort((a,b)=>(on.has(b.key)-on.has(a.key))||b.score-a.score)){
|
| 28 |
-
const isFront=on.has(d.key),cx=x(d.cost),cy=y(d.score),font=isFront?16:12.5,name=d.name.replace(/^Claude /,'').replace(/\((.*?)\)/,(_,s)=>'('+s.replace(/\b\w/g,c=>c.toUpperCase())+')'),size=font;
|
| 29 |
measure.font=`${isFront?700:400} ${size}px Inter`;const tw=measure.measureText(name).width,th=size*.78,r=9,gap=5,pad=2.5,up=r+gap,dn=r+gap+th;
|
| 30 |
const candidates=[];for(let k=0;k<5;k++){const lift=k*th*1.55;candidates.push([0,-up-lift,'middle'],[0,dn+lift,'middle'],[r+gap,th*.4-lift,'start'],[-r-gap,th*.4-lift,'end'],[r+gap,th*.4+lift,'start'],[-r-gap,th*.4+lift,'end'],[r*.6,-up*.82-lift,'start'],[-r*.6,-up*.82-lift,'end'],[r*.6,dn*.9+lift,'start'],[-r*.6,dn*.9+lift,'end']);}
|
| 31 |
const hard=[...boxes,...linePoints.filter(p=>Math.hypot(p[0]-cx,p[1]-cy)>r*2.4).map(p=>[p[0]-4,p[1]-4,p[0]+4,p[1]+4])];let best,bestCost=Infinity;
|
| 32 |
for(let i=0;i<candidates.length;i++){const[dx,dy,anchor]=candidates[i],tx=cx+dx,ty=cy+dy,x0=anchor==='middle'?tx-tw/2:anchor==='end'?tx-tw:tx,b=[x0-pad,ty-th-pad,x0+tw+pad,ty+pad];let cost=i*.6;if(b[0]<58)cost+=400+58-b[0];if(b[2]>1180)cost+=400+b[2]-1180;if(b[1]<9)cost+=400+9-b[1];if(b[3]>475)cost+=400+b[3]-475;let overlap=0;for(const q of hard){const w=Math.min(b[2],q[2])-Math.max(b[0],q[0]),h=Math.min(b[3],q[3])-Math.max(b[1],q[1]);if(w>0&&h>0)overlap+=w*h;}cost+=overlap*4;if(cost<bestCost){bestCost=cost;best={dx,dy,anchor,b};}if(!overlap&&cost<400)break;}
|
| 33 |
boxes.push(best.b);const color=colors[d.logo]||'#686868',label=labelColor(color,isFront);
|
| 34 |
-
const g=add('g',{class:'pareto-node'+(isFront?' is-frontier':''),tabindex:0,role:'img','aria-label':`${d.name}, score ${d.score.toFixed(6)}, mean cost $${d.cost.toFixed(6)}${isFront?', Pareto frontier':''}`,'data-name':d.name,'data-score':d.score,'data-cost':d.cost,'data-frontier':isFront});
|
| 35 |
if(isFront)g.append(node('circle',{cx,cy,r:9,fill:'none',stroke:color,'stroke-width':1.3}));
|
| 36 |
g.append(node('rect',{x:cx-5,y:cy-5,width:10,height:10,rx:1,fill:color,stroke:'#fffefb','stroke-width':1.7,class:'chip'}));
|
| 37 |
g.append(node('text',{x:cx+best.dx,y:cy+best.dy,'text-anchor':best.anchor,fill:label,'font-size':font,'font-weight':isFront?700:400,class:'model-label'},name));
|
|
|
|
| 1 |
+
import {bindChartTooltip} from "./chart-interactions.js?v=20261016t2s";
|
| 2 |
// Adapted from BuildingBench's figure-kit/pareto-frontier/render.py and live SVG.
|
| 3 |
// Domain, costs and scores are exclusively Code4Scene's historical paper evaluation.
|
| 4 |
const NS='http://www.w3.org/2000/svg';
|
| 5 |
const colors={openai:'#10A37F',claude:'#D97757',gemini:'#7b1fa2',meta:'#42a5f5',deepseek:'#3f51e0',zai:'#96650b',grok:'#111111',qwen:'#fe7016',thinkingmachines:'#686868'};
|
| 6 |
+
const data=await fetch('data/pareto.json?v=20261016t2s').then(r=>r.json());
|
| 7 |
await Promise.all([document.fonts.load('400 13px Inter'),document.fonts.load('700 16px Inter')]);
|
| 8 |
const measure=document.createElement('canvas').getContext('2d');
|
| 9 |
function node(tag,attrs,text){const n=document.createElementNS(NS,tag);for(const[k,v]of Object.entries(attrs))n.setAttribute(k,v);if(text!==undefined)n.textContent=text;return n;}
|
|
|
|
| 18 |
for(const t of [0,.24,.48,.72,.96]){add('line',{x1:96,x2:1170,y1:y(t),y2:y(t),class:'grid'});add('text',{x:84,y:y(t)+4,class:'tick','text-anchor':'end'},t.toFixed(2));}
|
| 19 |
for(const c of [100,50,20,10,5,2,1,.5,.2,.1,.05,.02,.01,.005,.002,.001])if(-Math.log10(c)>lo&&-Math.log10(c)<hi){add('line',{x1:x(c),x2:x(c),y1:25.2,y2:473.2,class:'grid vertical'});add('text',{x:x(c),y:499,class:'tick','text-anchor':'middle'},'$'+c);}
|
| 20 |
add('line',{x1:96,x2:1170,y1:473.2,y2:473.2,class:'axis'});
|
| 21 |
+
add('text',{x:633,y:539,class:'axis-title','text-anchor':'middle'},(svg.dataset.mode==='t2s'?'Median':'Mean')+' Cost per Case (USD) · cheaper →');
|
| 22 |
add('text',{x:27,y:249,transform:'rotate(-90 27 249)',class:'axis-title','text-anchor':'middle'},{t2s:'Text-to-Scene Score',i2s:'Image-to-Scene Score'}[svg.dataset.mode]);
|
| 23 |
const path=front.map((d,i)=>(i?'L':'M')+x(d.cost)+','+y(d.score)).join(' ');
|
| 24 |
add('path',{d:path,class:'frontier-halo'});add('path',{d:path,class:'frontier-line'});
|
| 25 |
const points=rows.map(d=>({x:x(d.cost),y:y(d.score)}));const boxes=points.map(p=>[p.x-9,p.y-9,p.x+9,p.y+9]);
|
| 26 |
const linePoints=[];for(let i=1;i<front.length;i++){const a=front[i-1],b=front[i],n=Math.max(2,Math.ceil(Math.hypot(x(b.cost)-x(a.cost),y(b.score)-y(a.score))/5));for(let j=0;j<=n;j++)linePoints.push([x(a.cost)+(x(b.cost)-x(a.cost))*j/n,y(a.score)+(y(b.score)-y(a.score))*j/n]);}
|
| 27 |
for(const d of [...rows].sort((a,b)=>(on.has(b.key)-on.has(a.key))||b.score-a.score)){
|
| 28 |
+
const isFront=on.has(d.key),cx=x(d.cost),cy=y(d.score),font=isFront?16:12.5,name=d.name.replace(/^Claude /,'').replace(/\((.*?)\)/,(_,s)=>'('+(s==='xhigh'?'XHigh':s.replace(/\b\w/g,c=>c.toUpperCase()))+')'),size=font;
|
| 29 |
measure.font=`${isFront?700:400} ${size}px Inter`;const tw=measure.measureText(name).width,th=size*.78,r=9,gap=5,pad=2.5,up=r+gap,dn=r+gap+th;
|
| 30 |
const candidates=[];for(let k=0;k<5;k++){const lift=k*th*1.55;candidates.push([0,-up-lift,'middle'],[0,dn+lift,'middle'],[r+gap,th*.4-lift,'start'],[-r-gap,th*.4-lift,'end'],[r+gap,th*.4+lift,'start'],[-r-gap,th*.4+lift,'end'],[r*.6,-up*.82-lift,'start'],[-r*.6,-up*.82-lift,'end'],[r*.6,dn*.9+lift,'start'],[-r*.6,dn*.9+lift,'end']);}
|
| 31 |
const hard=[...boxes,...linePoints.filter(p=>Math.hypot(p[0]-cx,p[1]-cy)>r*2.4).map(p=>[p[0]-4,p[1]-4,p[0]+4,p[1]+4])];let best,bestCost=Infinity;
|
| 32 |
for(let i=0;i<candidates.length;i++){const[dx,dy,anchor]=candidates[i],tx=cx+dx,ty=cy+dy,x0=anchor==='middle'?tx-tw/2:anchor==='end'?tx-tw:tx,b=[x0-pad,ty-th-pad,x0+tw+pad,ty+pad];let cost=i*.6;if(b[0]<58)cost+=400+58-b[0];if(b[2]>1180)cost+=400+b[2]-1180;if(b[1]<9)cost+=400+9-b[1];if(b[3]>475)cost+=400+b[3]-475;let overlap=0;for(const q of hard){const w=Math.min(b[2],q[2])-Math.max(b[0],q[0]),h=Math.min(b[3],q[3])-Math.max(b[1],q[1]);if(w>0&&h>0)overlap+=w*h;}cost+=overlap*4;if(cost<bestCost){bestCost=cost;best={dx,dy,anchor,b};}if(!overlap&&cost<400)break;}
|
| 33 |
boxes.push(best.b);const color=colors[d.logo]||'#686868',label=labelColor(color,isFront);
|
| 34 |
+
const g=add('g',{class:'pareto-node'+(isFront?' is-frontier':''),tabindex:0,role:'img','aria-label':`${d.name}, score ${d.score.toFixed(6)}, ${svg.dataset.mode==='t2s'?'median':'mean'} cost $${d.cost.toFixed(6)}${isFront?', Pareto frontier':''}`,'data-name':d.name,'data-score':d.score,'data-cost':d.cost,'data-frontier':isFront});
|
| 35 |
if(isFront)g.append(node('circle',{cx,cy,r:9,fill:'none',stroke:color,'stroke-width':1.3}));
|
| 36 |
g.append(node('rect',{x:cx-5,y:cy-5,width:10,height:10,rx:1,fill:color,stroke:'#fffefb','stroke-width':1.7,class:'chip'}));
|
| 37 |
g.append(node('text',{x:cx+best.dx,y:cy+best.dy,'text-anchor':best.anchor,fill:label,'font-size':font,'font-weight':isFront?700:400,class:'model-label'},name));
|
assets/takeaway-bars.js
CHANGED
|
@@ -1,7 +1,7 @@
|
|
| 1 |
// Code4Scene takeaway: requirement-family scores per agent (paper Figure 14b), in the paper figures' kit style --
|
| 2 |
// grouped bars in Text-to-Scene rank order, Spatial Composition in the agent's company colour, the other families grey.
|
| 3 |
// Generated by scripts/kit_charts.py; the layout follows figure-kit/takeaway.py and the leaderboard bars.
|
| 4 |
-
import {bindRecordTooltip} from "./chart-interactions.js?v=
|
| 5 |
const D = {"rows": [{"name": "Claude Fable 5.1 (max)", "org": "Anthropic", "colour": "#D97757", "fam": [0.906, 0.738, 0.67, 0.538]}, {"name": "GPT-6 Astra (max)", "org": "OpenAI", "colour": "#10A37F", "fam": [0.875, 0.715, 0.643, 0.543]}, {"name": "Claude Opus 5 (max)", "org": "Anthropic", "colour": "#D97757", "fam": [0.803, 0.624, 0.573, 0.479]}, {"name": "GPT-5.6 Sol (high)", "org": "OpenAI", "colour": "#10A37F", "fam": [0.75, 0.66, 0.602, 0.469]}, {"name": "Gemini 3.8 Flash (high)", "org": "Google", "colour": "#7b1fa2", "fam": [0.814, 0.639, 0.572, 0.473]}, {"name": "Muse Spark 1.3 (medium)", "org": "Meta", "colour": "#42a5f5", "fam": [0.73, 0.641, 0.546, 0.393]}, {"name": "Grok 4.6 (high)", "org": "xAI", "colour": "#111111", "fam": [0.647, 0.558, 0.457, 0.334]}, {"name": "Qwen 3.8 27B (thinking off)", "org": "Alibaba", "colour": "#fe7016", "fam": [0.724, 0.52, 0.428, 0.3]}, {"name": "Qwen 3.8 27B (thinking on)", "org": "Alibaba", "colour": "#fe7016", "fam": [0.66, 0.525, 0.47, 0.307]}, {"name": "GLM-5.3 Flash (max)", "org": "Z.ai", "colour": "#96650b", "fam": [0.467, 0.421, 0.377, 0.299]}, {"name": "Gemma 4 31B (thinking on)", "org": "Google", "colour": "#7b1fa2", "fam": [0.561, 0.407, 0.387, 0.272]}, {"name": "Gemma 4 31B (thinking off)", "org": "Google", "colour": "#7b1fa2", "fam": [0.612, 0.453, 0.387, 0.252]}, {"name": "Inkling (high)", "org": "Thinking Machines", "colour": "#686868", "fam": [0.572, 0.394, 0.361, 0.193]}, {"name": "DeepSeek V4.1 Flash (high)", "org": "DeepSeek", "colour": "#3f51e0", "fam": [0.294, 0.215, 0.259, 0.12]}], "families": ["Identity & Environment", "Content & Quantity", "Attributes & Materials", "Spatial Composition"], "greys": ["#dedede", "#c6c6c6", "#a9a9a9"]};
|
| 6 |
const LOGOS = {"Anthropic": {"icon": "anthropic", "fill": "#141413", "viewBox": "0 0 24 24", "inner": "<path d=\"M13.827 3.52h3.603L24 20h-3.603l-6.57-16.48zm-7.258 0h3.767L16.906 20h-3.674l-1.343-3.461H5.017l-1.344 3.46H0L6.57 3.522zm4.132 9.959L8.453 7.687 6.205 13.48H10.7z\"></path>", "rule": "evenodd"}, "OpenAI": {"icon": "openai", "fill": "#141413", "viewBox": "0 0 24 24", "inner": "<path d=\"M9.205 8.658v-2.26c0-.19.072-.333.238-.428l4.543-2.616c.619-.357 1.356-.523 2.117-.523 2.854 0 4.662 2.212 4.662 4.566 0 .167 0 .357-.024.547l-4.71-2.759a.797.797 0 00-.856 0l-5.97 3.473zm10.609 8.8V12.06c0-.333-.143-.57-.429-.737l-5.97-3.473 1.95-1.118a.433.433 0 01.476 0l4.543 2.617c1.309.76 2.189 2.378 2.189 3.948 0 1.808-1.07 3.473-2.76 4.163zM7.802 12.703l-1.95-1.142c-.167-.095-.239-.238-.239-.428V5.899c0-2.545 1.95-4.472 4.591-4.472 1 0 1.927.333 2.712.928L8.23 5.067c-.285.166-.428.404-.428.737v6.898zM12 15.128l-2.795-1.57v-3.33L12 8.658l2.795 1.57v3.33L12 15.128zm1.796 7.23c-1 0-1.927-.332-2.712-.927l4.686-2.712c.285-.166.428-.404.428-.737v-6.898l1.974 1.142c.167.095.238.238.238.428v5.233c0 2.545-1.974 4.472-4.614 4.472zm-5.637-5.303l-4.544-2.617c-1.308-.761-2.188-2.378-2.188-3.948A4.482 4.482 0 014.21 6.327v5.423c0 .333.143.571.428.738l5.947 3.449-1.95 1.118a.432.432 0 01-.476 0zm-.262 3.9c-2.688 0-4.662-2.021-4.662-4.519 0-.19.024-.38.047-.57l4.686 2.71c.286.167.571.167.856 0l5.97-3.448v2.26c0 .19-.07.333-.237.428l-4.543 2.616c-.619.357-1.356.523-2.117.523zm5.899 2.83a5.947 5.947 0 005.827-4.756C22.287 18.339 24 15.84 24 13.296c0-1.665-.713-3.282-1.998-4.448.119-.5.19-.999.19-1.498 0-3.401-2.759-5.947-5.946-5.947-.642 0-1.26.095-1.88.31A5.962 5.962 0 0010.205 0a5.947 5.947 0 00-5.827 4.757C1.713 5.447 0 7.945 0 10.49c0 1.666.713 3.283 1.998 4.448-.119.5-.19 1-.19 1.499 0 3.401 2.759 5.946 5.946 5.946.642 0 1.26-.095 1.88-.309a5.96 5.96 0 004.162 1.713z\"></path>", "rule": "evenodd"}, "Meta": {"icon": "meta-color", "viewBox": "0 0 24 24", "inner": "<path d=\"M6.897 4h-.024l-.031 2.615h.022c1.715 0 3.046 1.357 5.94 6.246l.175.297.012.02 1.62-2.438-.012-.019a48.763 48.763 0 00-1.098-1.716 28.01 28.01 0 00-1.175-1.629C10.413 4.932 8.812 4 6.896 4z\" fill=\"url(#lobe-icons-meta-0-_R_0_-tk)\"></path><path d=\"M6.873 4C4.95 4.01 3.247 5.258 2.02 7.17a4.352 4.352 0 00-.01.017l2.254 1.231.011-.017c.718-1.083 1.61-1.774 2.568-1.785h.021L6.896 4h-.023z\" fill=\"url(#lobe-icons-meta-1-_R_0_-tk)\"></path><path d=\"M2.019 7.17l-.011.017C1.2 8.447.598 9.995.274 11.664l-.005.022 2.534.6.004-.022c.27-1.467.786-2.828 1.456-3.845l.011-.017L2.02 7.17z\" fill=\"url(#lobe-icons-meta-2-_R_0_-tk)\"></path><path d=\"M2.807 12.264l-2.533-.6-.005.022c-.177.918-.267 1.851-.269 2.786v.023l2.598.233v-.023a12.591 12.591 0 01.21-2.44z\" fill=\"url(#lobe-icons-meta-3-_R_0_-tk)\"></path><path d=\"M2.677 15.537a5.462 5.462 0 01-.079-.813v-.022L0 14.468v.024a8.89 8.89 0 00.146 1.652l2.535-.585a4.106 4.106 0 01-.004-.022z\" fill=\"url(#lobe-icons-meta-4-_R_0_-tk)\"></path><path d=\"M3.27 16.89c-.284-.31-.484-.756-.589-1.328l-.004-.021-2.535.585.004.021c.192 1.01.568 1.85 1.106 2.487l.014.017 2.018-1.745a2.106 2.106 0 01-.015-.016z\" fill=\"url(#lobe-icons-meta-5-_R_0_-tk)\"></path><path d=\"M10.78 9.654c-1.528 2.35-2.454 3.825-2.454 3.825-2.035 3.2-2.739 3.917-3.871 3.917a1.545 1.545 0 01-1.186-.508l-2.017 1.744.014.017C2.01 19.518 3.058 20 4.356 20c1.963 0 3.374-.928 5.884-5.33l1.766-3.13a41.283 41.283 0 00-1.227-1.886z\" fill=\"#0082FB\"></path><path d=\"M13.502 5.946l-.016.016c-.4.43-.786.908-1.16 1.416.378.483.768 1.024 1.175 1.63.48-.743.928-1.345 1.367-1.807l.016-.016-1.382-1.24z\" fill=\"url(#lobe-icons-meta-6-_R_0_-tk)\"></path><path d=\"M20.918 5.713C19.853 4.633 18.583 4 17.225 4c-1.432 0-2.637.787-3.723 1.944l-.016.016 1.382 1.24.016-.017c.715-.747 1.408-1.12 2.176-1.12.826 0 1.6.39 2.27 1.075l.015.016 1.589-1.425-.016-.016z\" fill=\"#0082FB\"></path><path d=\"M23.998 14.125c-.06-3.467-1.27-6.566-3.064-8.396l-.016-.016-1.588 1.424.015.016c1.35 1.392 2.277 3.98 2.361 6.971v.023h2.292v-.022z\" fill=\"url(#lobe-icons-meta-7-_R_0_-tk)\"></path><path d=\"M23.998 14.15v-.023h-2.292v.022c.004.14.006.282.006.424 0 .815-.121 1.474-.368 1.95l-.011.022 1.708 1.782.013-.02c.62-.96.946-2.293.946-3.91 0-.083 0-.165-.002-.247z\" fill=\"url(#lobe-icons-meta-8-_R_0_-tk)\"></path><path d=\"M21.344 16.52l-.011.02c-.214.402-.519.67-.917.787l.778 2.462a3.493 3.493 0 00.438-.182 3.558 3.558 0 001.366-1.218l.044-.065.012-.02-1.71-1.784z\" fill=\"url(#lobe-icons-meta-9-_R_0_-tk)\"></path><path d=\"M19.92 17.393c-.262 0-.492-.039-.718-.14l-.798 2.522c.449.153.927.222 1.46.222.492 0 .943-.073 1.352-.215l-.78-2.462c-.167.05-.341.075-.517.073z\" fill=\"url(#lobe-icons-meta-10-_R_0_-tk)\"></path><path d=\"M18.323 16.534l-.014-.017-1.836 1.914.016.017c.637.682 1.246 1.105 1.937 1.337l.797-2.52c-.291-.125-.573-.353-.9-.731z\" fill=\"url(#lobe-icons-meta-11-_R_0_-tk)\"></path><path d=\"M18.309 16.515c-.55-.642-1.232-1.712-2.303-3.44l-1.396-2.336-.011-.02-1.62 2.438.012.02.989 1.668c.959 1.61 1.74 2.774 2.493 3.585l.016.016 1.834-1.914a2.353 2.353 0 01-.014-.017z\" fill=\"url(#lobe-icons-meta-12-_R_0_-tk)\"></path><defs><linearGradient id=\"lobe-icons-meta-0-_R_0_-tk\" x1=\"75.897%\" x2=\"26.312%\" y1=\"89.199%\" y2=\"12.194%\"><stop offset=\".06%\" stop-color=\"#0867DF\"></stop><stop offset=\"45.39%\" stop-color=\"#0668E1\"></stop><stop offset=\"85.91%\" stop-color=\"#0064E0\"></stop></linearGradient><linearGradient id=\"lobe-icons-meta-1-_R_0_-tk\" x1=\"21.67%\" x2=\"97.068%\" y1=\"75.874%\" y2=\"23.985%\"><stop offset=\"13.23%\" stop-color=\"#0064DF\"></stop><stop offset=\"99.88%\" stop-color=\"#0064E0\"></stop></linearGradient><linearGradient id=\"lobe-icons-meta-2-_R_0_-tk\" x1=\"38.263%\" x2=\"60.895%\" y1=\"89.127%\" y2=\"16.131%\"><stop offset=\"1.47%\" stop-color=\"#0072EC\"></stop><stop 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stop-color=\"#0082FB\"></stop></linearGradient><linearGradient id=\"lobe-icons-meta-7-_R_0_-tk\" x1=\"43.762%\" x2=\"57.602%\" y1=\"6.235%\" y2=\"98.514%\"><stop offset=\"0%\" stop-color=\"#0082FB\"></stop><stop offset=\"99.95%\" stop-color=\"#0081FA\"></stop></linearGradient><linearGradient id=\"lobe-icons-meta-8-_R_0_-tk\" x1=\"60.055%\" x2=\"39.88%\" y1=\"4.661%\" y2=\"69.077%\"><stop offset=\"6.19%\" stop-color=\"#0081FA\"></stop><stop offset=\"100%\" stop-color=\"#0080F9\"></stop></linearGradient><linearGradient id=\"lobe-icons-meta-9-_R_0_-tk\" x1=\"30.282%\" x2=\"61.081%\" y1=\"59.32%\" y2=\"33.244%\"><stop offset=\"0%\" stop-color=\"#027AF3\"></stop><stop offset=\"100%\" stop-color=\"#0080F9\"></stop></linearGradient><linearGradient id=\"lobe-icons-meta-10-_R_0_-tk\" x1=\"20.433%\" x2=\"82.112%\" y1=\"50.001%\" y2=\"50.001%\"><stop offset=\"0%\" stop-color=\"#0377EF\"></stop><stop offset=\"99.94%\" stop-color=\"#0279F1\"></stop></linearGradient><linearGradient id=\"lobe-icons-meta-11-_R_0_-tk\" x1=\"40.303%\" x2=\"72.394%\" y1=\"35.298%\" y2=\"57.811%\"><stop offset=\".19%\" stop-color=\"#0471E9\"></stop><stop offset=\"100%\" stop-color=\"#0377EF\"></stop></linearGradient><linearGradient id=\"lobe-icons-meta-12-_R_0_-tk\" x1=\"32.254%\" x2=\"68.003%\" y1=\"19.719%\" y2=\"84.908%\"><stop offset=\"27.65%\" stop-color=\"#0867DF\"></stop><stop offset=\"100%\" stop-color=\"#0471E9\"></stop></linearGradient></defs>", "rule": null}, "Google": {"icon": "google-color", "viewBox": "0 0 24 24", "inner": "<path d=\"M23 12.245c0-.905-.075-1.565-.236-2.25h-10.54v4.083h6.186c-.124 1.014-.797 2.542-2.294 3.569l-.021.136 3.332 2.53.23.022C21.779 18.417 23 15.593 23 12.245z\" fill=\"#4285F4\"></path><path d=\"M12.225 23c3.03 0 5.574-.978 7.433-2.665l-3.542-2.688c-.948.648-2.22 1.1-3.891 1.1a6.745 6.745 0 01-6.386-4.572l-.132.011-3.465 2.628-.045.124C4.043 20.531 7.835 23 12.225 23z\" fill=\"#34A853\"></path><path d=\"M5.84 14.175A6.65 6.65 0 015.463 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0 01.422-.246c.524-.001 1.053 0 1.583-.006L11.704 1c.341-.003.724.032.9.34zm-3.432.403a.06.06 0 00-.052.03L6.254 6.788a.157.157 0 01-.135.078H3.253c-.056 0-.07.025-.041.074l5.81 10.156c.025.042.013.062-.034.063l-2.795.015a.218.218 0 00-.2.116l-1.32 2.31c-.044.078-.021.118.068.118l5.716.008c.046 0 .08.02.104.061l1.403 2.454c.046.081.092.082.139 0l5.006-8.76.783-1.382a.055.055 0 01.096 0l1.424 2.53a.122.122 0 00.107.062l2.763-.02a.04.04 0 00.035-.02.041.041 0 000-.04l-2.9-5.086a.108.108 0 010-.113l.293-.507 1.12-1.977c.024-.041.012-.062-.035-.062H9.2c-.059 0-.073-.026-.043-.077l1.434-2.505a.107.107 0 000-.114L9.225 1.774a.06.06 0 00-.053-.031zm6.29 8.02c.046 0 .058.02.034.06l-.832 1.465-2.613 4.585a.056.056 0 01-.05.029.058.058 0 01-.05-.029L8.498 9.841c-.02-.034-.01-.052.028-.054l.216-.012 6.722-.012z\" fill=\"url(#lobe-icons-qwen-_R_0_-tk)\" fill-rule=\"nonzero\"></path><defs><linearGradient id=\"lobe-icons-qwen-_R_0_-tk\" x1=\"0%\" x2=\"100%\" y1=\"0%\" y2=\"0%\"><stop offset=\"0%\" stop-color=\"#6336E7\" stop-opacity=\".84\"></stop><stop offset=\"100%\" stop-color=\"#6F69F7\" stop-opacity=\".84\"></stop></linearGradient></defs>", "rule": null}, "Thinking Machines": {"wordmark": ["THINKING", "MACHINES"]}};
|
| 7 |
await Promise.all(['400 13px Inter', '700 13px Inter', '500 12.5px "IBM Plex Mono"'].map(f => document.fonts.load(f)));
|
|
|
|
| 1 |
// Code4Scene takeaway: requirement-family scores per agent (paper Figure 14b), in the paper figures' kit style --
|
| 2 |
// grouped bars in Text-to-Scene rank order, Spatial Composition in the agent's company colour, the other families grey.
|
| 3 |
// Generated by scripts/kit_charts.py; the layout follows figure-kit/takeaway.py and the leaderboard bars.
|
| 4 |
+
import {bindRecordTooltip} from "./chart-interactions.js?v=20261016t2s";
|
| 5 |
const D = {"rows": [{"name": "Claude Fable 5.1 (max)", "org": "Anthropic", "colour": "#D97757", "fam": [0.906, 0.738, 0.67, 0.538]}, {"name": "GPT-6 Astra (max)", "org": "OpenAI", "colour": "#10A37F", "fam": [0.875, 0.715, 0.643, 0.543]}, {"name": "Claude Opus 5 (max)", "org": "Anthropic", "colour": "#D97757", "fam": [0.803, 0.624, 0.573, 0.479]}, {"name": "GPT-5.6 Sol (high)", "org": "OpenAI", "colour": "#10A37F", "fam": [0.75, 0.66, 0.602, 0.469]}, {"name": "Gemini 3.8 Flash (high)", "org": "Google", "colour": "#7b1fa2", "fam": [0.814, 0.639, 0.572, 0.473]}, {"name": "Muse Spark 1.3 (medium)", "org": "Meta", "colour": "#42a5f5", "fam": [0.73, 0.641, 0.546, 0.393]}, {"name": "Grok 4.6 (high)", "org": "xAI", "colour": "#111111", "fam": [0.647, 0.558, 0.457, 0.334]}, {"name": "Qwen 3.8 27B (thinking off)", "org": "Alibaba", "colour": "#fe7016", "fam": [0.724, 0.52, 0.428, 0.3]}, {"name": "Qwen 3.8 27B (thinking on)", "org": "Alibaba", "colour": "#fe7016", "fam": [0.66, 0.525, 0.47, 0.307]}, {"name": "GLM-5.3 Flash (max)", "org": "Z.ai", "colour": "#96650b", "fam": [0.467, 0.421, 0.377, 0.299]}, {"name": "Gemma 4 31B (thinking on)", "org": "Google", "colour": "#7b1fa2", "fam": [0.561, 0.407, 0.387, 0.272]}, {"name": "Gemma 4 31B (thinking off)", "org": "Google", "colour": "#7b1fa2", "fam": [0.612, 0.453, 0.387, 0.252]}, {"name": "Inkling (high)", "org": "Thinking Machines", "colour": "#686868", "fam": [0.572, 0.394, 0.361, 0.193]}, {"name": "DeepSeek V4.1 Flash (high)", "org": "DeepSeek", "colour": "#3f51e0", "fam": [0.294, 0.215, 0.259, 0.12]}], "families": ["Identity & Environment", "Content & Quantity", "Attributes & Materials", "Spatial Composition"], "greys": ["#dedede", "#c6c6c6", "#a9a9a9"]};
|
| 6 |
const LOGOS = {"Anthropic": {"icon": "anthropic", "fill": "#141413", "viewBox": "0 0 24 24", "inner": "<path d=\"M13.827 3.52h3.603L24 20h-3.603l-6.57-16.48zm-7.258 0h3.767L16.906 20h-3.674l-1.343-3.461H5.017l-1.344 3.46H0L6.57 3.522zm4.132 9.959L8.453 7.687 6.205 13.48H10.7z\"></path>", "rule": "evenodd"}, "OpenAI": {"icon": "openai", "fill": "#141413", "viewBox": "0 0 24 24", "inner": "<path d=\"M9.205 8.658v-2.26c0-.19.072-.333.238-.428l4.543-2.616c.619-.357 1.356-.523 2.117-.523 2.854 0 4.662 2.212 4.662 4.566 0 .167 0 .357-.024.547l-4.71-2.759a.797.797 0 00-.856 0l-5.97 3.473zm10.609 8.8V12.06c0-.333-.143-.57-.429-.737l-5.97-3.473 1.95-1.118a.433.433 0 01.476 0l4.543 2.617c1.309.76 2.189 2.378 2.189 3.948 0 1.808-1.07 3.473-2.76 4.163zM7.802 12.703l-1.95-1.142c-.167-.095-.239-.238-.239-.428V5.899c0-2.545 1.95-4.472 4.591-4.472 1 0 1.927.333 2.712.928L8.23 5.067c-.285.166-.428.404-.428.737v6.898zM12 15.128l-2.795-1.57v-3.33L12 8.658l2.795 1.57v3.33L12 15.128zm1.796 7.23c-1 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|
| 7 |
await Promise.all(['400 13px Inter', '700 13px Inter', '500 12.5px "IBM Plex Mono"'].map(f => document.fonts.load(f)));
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cases.html
CHANGED
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@@ -4,8 +4,6 @@
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|
| 4 |
<meta charset="utf-8"/><meta content="width=device-width,initial-scale=1" name="viewport"/>
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| 5 |
<title>Code4Scene · Cases in 3D</title><meta content="Selected Code4Scene cases: every agent's saved scene in 3D and the evaluator's scores." name="description"/>
|
| 6 |
<link href="assets/code4scene-mark.svg" rel="icon"/>
|
| 7 |
-
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| 8 |
-
|
| 9 |
<link href="assets/paper.css?v=5427505a" rel="stylesheet"/>
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| 10 |
<style>
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| 11 |
:root{--c4s-a:#5a67d8;--c4s-b:#d97706;--c4s-hot:#dc4a2d;--c4s-ok:#10A37F;--c4s-g1:#8b93a7;--c4s-g2:#aab1c2;--c4s-g3:#cdd2de;--c4s-seq:#5a67d8;--c4s-unit:#e3e7f0}
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@@ -83,11 +81,11 @@ table.cs td,table.cs th{white-space:nowrap}.panel code{font-size:.82em;backgroun
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|
| 83 |
.in-open:hover{background:var(--primary);color:#fff}
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| 84 |
@media(max-width:900px){.in-i2s{grid-template-columns:1fr}}
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| 85 |
</style><script type="importmap">{"imports":{"three":"./assets/vendor/three-r160/build/three.module.js","three/addons/":"./assets/vendor/three-r160/addons/"}}</script><link href="assets/buildingbench.css?v=20261004i2s" rel="stylesheet"/></head><body class="case-page"><a class="skip-link" href="#casebar">Skip to benchmark explorer</a>
|
| 86 |
-
<header class="site-header"><div class="brand"><a aria-label="Code4Scene home" class="brand-home" href="index.html#top"><svg aria-hidden="true" fill="none" viewbox="0 0 30 32"><path d="M15 2 27 9v14l-12 7L3 23V9L15 2Z M3 9l12 7 12-7 M15 16v14 M9 5.5l12 7v14 M21 5.5l-12 7v14" stroke="currentColor" stroke-linejoin="round" stroke-width="1.6"></path></svg><span>Code4Scene</span></a><a class="brand-by" href="https://simworld.org/">by SimWorld</a></div><nav aria-label="Main navigation"><a href="index.html#top">Benchmark</a><a href="index.html#leaderboard">Leaderboard</a><a class="nav-active" href="index.html#cases">Visualization</a><a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">Paper ↗</a><a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">Github ↗</a></nav></header>
|
| 87 |
<section class="alt" style="padding-top:34px;padding-bottom:40px"><div class="container">
|
| 88 |
<div class="section-header" style="margin-bottom:1.6rem"><span class="section-label">Cases</span><h2 class="section-title">Every scene in 3D, with its scores</h2>
|
| 89 |
<p class="section-desc">Each agent's result is the engine-native scene it saved, exported from Unreal Engine so you can turn it in the browser. Beside it, how the
|
| 90 |
-
evaluator scored that scene. 10 cases, 58 scenes in 3D. Pick a case, then an agent.</p></div>
|
| 91 |
<div class="casebar" id="casebar"></div>
|
| 92 |
<div class="card" style="padding:1.4rem 1.5rem"><div class="case-head"><h3 id="ctitle"></h3><p><b id="ctrack"></b> · <span id="cnote"></span></p></div>
|
| 93 |
<div class="case-input" id="cinput"></div>
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|
@@ -99,7 +97,7 @@ evaluator scored that scene. 10 cases, 58 scenes in 3D. Pick a case, then an age
|
|
| 99 |
<footer><p>Code4Scene · UC San Diego & UC Berkeley · <a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">arXiv:2609.36777</a> · <a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">GitHub</a> ·
|
| 100 |
<a href="https://simworld.org/" rel="noopener" target="_blank">SimWorld Home</a></p>
|
| 101 |
<p style="margin-top:.5rem;font-size:.75rem;color:rgba(255,255,255,.25)">Part of the SimWorld project.</p></footer>
|
| 102 |
-
<script src="assets/paper.js?v=
|
| 103 |
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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| 104 |
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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| 105 |
import { MeshoptDecoder } from "three/addons/libs/meshopt_decoder.module.js";
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|
|
|
| 4 |
<meta charset="utf-8"/><meta content="width=device-width,initial-scale=1" name="viewport"/>
|
| 5 |
<title>Code4Scene · Cases in 3D</title><meta content="Selected Code4Scene cases: every agent's saved scene in 3D and the evaluator's scores." name="description"/>
|
| 6 |
<link href="assets/code4scene-mark.svg" rel="icon"/>
|
|
|
|
|
|
|
| 7 |
<link href="assets/paper.css?v=5427505a" rel="stylesheet"/>
|
| 8 |
<style>
|
| 9 |
:root{--c4s-a:#5a67d8;--c4s-b:#d97706;--c4s-hot:#dc4a2d;--c4s-ok:#10A37F;--c4s-g1:#8b93a7;--c4s-g2:#aab1c2;--c4s-g3:#cdd2de;--c4s-seq:#5a67d8;--c4s-unit:#e3e7f0}
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|
| 81 |
.in-open:hover{background:var(--primary);color:#fff}
|
| 82 |
@media(max-width:900px){.in-i2s{grid-template-columns:1fr}}
|
| 83 |
</style><script type="importmap">{"imports":{"three":"./assets/vendor/three-r160/build/three.module.js","three/addons/":"./assets/vendor/three-r160/addons/"}}</script><link href="assets/buildingbench.css?v=20261004i2s" rel="stylesheet"/></head><body class="case-page"><a class="skip-link" href="#casebar">Skip to benchmark explorer</a>
|
| 84 |
+
<header class="site-header"><div class="brand"><a aria-label="Code4Scene home" class="brand-home" href="index.html#top"><svg aria-hidden="true" fill="none" viewbox="0 0 30 32"><path d="M15 2 27 9v14l-12 7L3 23V9L15 2Z M3 9l12 7 12-7 M15 16v14 M9 5.5l12 7v14 M21 5.5l-12 7v14" stroke="currentColor" stroke-linejoin="round" stroke-width="1.6"></path></svg><span>Code4Scene</span></a><a class="brand-by" href="https://simworld.org/">by SimWorld</a></div><nav aria-label="Main navigation"><a href="index.html#top">Benchmark</a><a href="index.html#leaderboard">Leaderboard</a><a class="nav-active" href="index.html#cases">Visualization</a><a href="gallery/">Gallery</a><a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">Paper ↗</a><a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">Github ↗</a></nav></header>
|
| 85 |
<section class="alt" style="padding-top:34px;padding-bottom:40px"><div class="container">
|
| 86 |
<div class="section-header" style="margin-bottom:1.6rem"><span class="section-label">Cases</span><h2 class="section-title">Every scene in 3D, with its scores</h2>
|
| 87 |
<p class="section-desc">Each agent's result is the engine-native scene it saved, exported from Unreal Engine so you can turn it in the browser. Beside it, how the
|
| 88 |
+
evaluator scored that scene. 10 cases, 58 scenes in 3D. Pick a case, then an agent. These are the paper’s scenes and scores. For the October 2026 Text-to-Scene re-run, every agent’s scene on every case is in the <a href="gallery/">gallery</a>.</p></div>
|
| 89 |
<div class="casebar" id="casebar"></div>
|
| 90 |
<div class="card" style="padding:1.4rem 1.5rem"><div class="case-head"><h3 id="ctitle"></h3><p><b id="ctrack"></b> · <span id="cnote"></span></p></div>
|
| 91 |
<div class="case-input" id="cinput"></div>
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|
|
|
| 97 |
<footer><p>Code4Scene · UC San Diego & UC Berkeley · <a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">arXiv:2609.36777</a> · <a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">GitHub</a> ·
|
| 98 |
<a href="https://simworld.org/" rel="noopener" target="_blank">SimWorld Home</a></p>
|
| 99 |
<p style="margin-top:.5rem;font-size:.75rem;color:rgba(255,255,255,.25)">Part of the SimWorld project.</p></footer>
|
| 100 |
+
<script src="assets/paper.js?v=20261016t2s"></script><script src="data/site.js?v=20261004i2smore"></script><script type="module">import * as THREE from "three";
|
| 101 |
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
|
| 102 |
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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| 103 |
import { MeshoptDecoder } from "three/addons/libs/meshopt_decoder.module.js";
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data/leaderboard-details.json
CHANGED
|
@@ -381,449 +381,481 @@
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|
| 381 |
],
|
| 382 |
"t2s": [
|
| 383 |
{
|
| 384 |
-
"key": "
|
| 385 |
-
"name": "Claude
|
| 386 |
"provider": "Anthropic",
|
| 387 |
"metrics": [
|
| 388 |
{
|
| 389 |
"label": "Text-to-Scene",
|
| 390 |
-
"value": 0.
|
| 391 |
"currency": false
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| 859 |
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| 861 |
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|
data/pareto.json
CHANGED
|
@@ -185,186 +185,116 @@
|
|
| 185 |
],
|
| 186 |
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|
| 187 |
{
|
| 188 |
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"key": "
|
| 189 |
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|
| 190 |
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|
| 191 |
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|
| 192 |
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|
| 193 |
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|
| 194 |
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| 195 |
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| 196 |
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| 197 |
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|
| 198 |
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|
| 199 |
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|
| 200 |
{
|
| 201 |
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"key": "
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| 202 |
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|
| 203 |
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"logo": "
|
| 204 |
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|
| 205 |
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|
| 206 |
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| 207 |
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| 208 |
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| 209 |
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"outdoor": 0.37954258,
|
| 210 |
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"score": 0.72382,
|
| 211 |
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"cost": 22.472260736842106
|
| 212 |
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|
| 213 |
{
|
| 214 |
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"key": "
|
| 215 |
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"name": "Claude
|
| 216 |
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|
| 217 |
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|
| 218 |
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"
|
| 219 |
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"
|
| 220 |
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"i2s": 0.46809998666666675,
|
| 221 |
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| 222 |
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"outdoor": 0.39293306,
|
| 223 |
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|
| 224 |
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"cost": 34.49611078947368
|
| 225 |
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|
| 226 |
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| 227 |
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"key": "
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| 228 |
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|
| 229 |
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|
| 230 |
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|
| 231 |
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|
| 232 |
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| 233 |
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| 235 |
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| 236 |
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| 237 |
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"cost": 4.07260365
|
| 238 |
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| 239 |
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| 240 |
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"key": "
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| 241 |
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| 242 |
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| 243 |
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|
| 244 |
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| 245 |
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| 246 |
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| 249 |
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| 250 |
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|
| 251 |
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| 252 |
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| 253 |
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"key": "
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| 254 |
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|
| 255 |
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"logo": "
|
| 256 |
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|
| 257 |
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|
| 258 |
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| 259 |
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"i2s": 0.35821573333333334,
|
| 260 |
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"indoor": 0.63253332,
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| 261 |
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"outdoor": 0.22105694,
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| 262 |
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|
| 263 |
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|
| 264 |
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| 265 |
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| 266 |
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"key": "
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| 267 |
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| 268 |
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|
| 269 |
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|
| 270 |
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| 271 |
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| 272 |
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| 273 |
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| 277 |
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|
| 278 |
{
|
| 279 |
-
"key": "
|
| 280 |
-
"name": "
|
| 281 |
-
"logo": "
|
| 282 |
-
"open":
|
| 283 |
-
"
|
| 284 |
-
"
|
| 285 |
-
"i2s": 0.19970338666666668,
|
| 286 |
-
"indoor": 0.26629816,
|
| 287 |
-
"outdoor": 0.166406,
|
| 288 |
-
"score": 0.55666,
|
| 289 |
-
"cost": 0.49154169999999997
|
| 290 |
},
|
| 291 |
{
|
| 292 |
-
"key": "
|
| 293 |
-
"name": "
|
| 294 |
-
"logo": "
|
| 295 |
-
"open":
|
| 296 |
-
"
|
| 297 |
-
"
|
| 298 |
-
"i2s": 0.2261779866666667,
|
| 299 |
-
"indoor": 0.29651112,
|
| 300 |
-
"outdoor": 0.19101142,
|
| 301 |
-
"score": 0.51571,
|
| 302 |
-
"cost": 0.3344125
|
| 303 |
},
|
| 304 |
{
|
| 305 |
-
"key": "
|
| 306 |
-
"name": "
|
| 307 |
-
"logo": "
|
| 308 |
-
"open":
|
| 309 |
-
"
|
| 310 |
-
"
|
| 311 |
-
"i2s": 0.3199877333333333,
|
| 312 |
-
"indoor": 0.46533411999999996,
|
| 313 |
-
"outdoor": 0.24731454,
|
| 314 |
-
"score": 0.5094299999999999,
|
| 315 |
-
"cost": 0.710521125
|
| 316 |
},
|
| 317 |
{
|
| 318 |
-
"key": "
|
| 319 |
-
"name": "
|
| 320 |
-
"logo": "
|
| 321 |
-
"open":
|
| 322 |
-
"
|
| 323 |
-
"
|
| 324 |
-
"i2s": 0.12554015999999998,
|
| 325 |
-
"indoor": 0.12704028,
|
| 326 |
-
"outdoor": 0.1247901,
|
| 327 |
-
"score": 0.470705,
|
| 328 |
-
"cost": 0.0253001
|
| 329 |
},
|
| 330 |
{
|
| 331 |
-
"key": "
|
| 332 |
-
"name": "
|
| 333 |
-
"logo": "
|
| 334 |
"open": true,
|
| 335 |
-
"
|
| 336 |
-
"
|
| 337 |
-
"i2s": 0.11503794666666667,
|
| 338 |
-
"indoor": 0.11239600000000001,
|
| 339 |
-
"outdoor": 0.11635892,
|
| 340 |
-
"score": 0.45494,
|
| 341 |
-
"cost": 0.0151612
|
| 342 |
},
|
| 343 |
{
|
| 344 |
-
"key": "
|
| 345 |
-
"name": "
|
| 346 |
-
"logo": "
|
| 347 |
"open": false,
|
| 348 |
-
"
|
| 349 |
-
"
|
| 350 |
-
"i2s": 0.19801974666666666,
|
| 351 |
-
"indoor": 0.1690288,
|
| 352 |
-
"outdoor": 0.21251522,
|
| 353 |
-
"score": 0.42498500000000006,
|
| 354 |
-
"cost": 0.20252835
|
| 355 |
},
|
| 356 |
{
|
| 357 |
-
"key": "deepseek",
|
| 358 |
-
"name": "DeepSeek V4.1 Flash (
|
| 359 |
"logo": "deepseek",
|
| 360 |
"open": true,
|
| 361 |
-
"
|
| 362 |
-
"
|
| 363 |
-
"i2s": 0.21048916,
|
| 364 |
-
"indoor": 0.18933412,
|
| 365 |
-
"outdoor": 0.22106668,
|
| 366 |
-
"score": 0.24269,
|
| 367 |
-
"cost": 0.193865
|
| 368 |
}
|
| 369 |
],
|
| 370 |
"i2s": [
|
|
|
|
| 185 |
],
|
| 186 |
"t2s": [
|
| 187 |
{
|
| 188 |
+
"key": "claude-sonnet-5.5-max",
|
| 189 |
+
"name": "Claude Sonnet 5.5 (max)",
|
| 190 |
"logo": "claude",
|
| 191 |
"open": false,
|
| 192 |
+
"score": 0.83738,
|
| 193 |
+
"cost": 26.9326
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 194 |
},
|
| 195 |
{
|
| 196 |
+
"key": "claude-opus-5.5-max",
|
| 197 |
+
"name": "Claude Opus 5.5 (max)",
|
| 198 |
+
"logo": "claude",
|
| 199 |
"open": false,
|
| 200 |
+
"score": 0.83255,
|
| 201 |
+
"cost": 26.901442
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 202 |
},
|
| 203 |
{
|
| 204 |
+
"key": "claude-fable-5.1-max",
|
| 205 |
+
"name": "Claude Fable 5.1 (max)",
|
| 206 |
"logo": "claude",
|
| 207 |
"open": false,
|
| 208 |
+
"score": 0.8001,
|
| 209 |
+
"cost": 23.419433
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 210 |
},
|
| 211 |
{
|
| 212 |
+
"key": "gpt-6-astra-max",
|
| 213 |
+
"name": "GPT-6 Astra (max)",
|
| 214 |
"logo": "openai",
|
| 215 |
"open": false,
|
| 216 |
+
"score": 0.79052,
|
| 217 |
+
"cost": 14.252182
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 218 |
},
|
| 219 |
{
|
| 220 |
+
"key": "gpt-6.1-sol-max",
|
| 221 |
+
"name": "GPT-6.1 Sol (max)",
|
| 222 |
+
"logo": "openai",
|
| 223 |
"open": false,
|
| 224 |
+
"score": 0.78454,
|
| 225 |
+
"cost": 2.589869
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 226 |
},
|
| 227 |
{
|
| 228 |
+
"key": "gemini-4-argon-high",
|
| 229 |
+
"name": "Gemini 4 Argon (high)",
|
| 230 |
+
"logo": "gemini",
|
| 231 |
"open": false,
|
| 232 |
+
"score": 0.777895,
|
| 233 |
+
"cost": 4.828189
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 234 |
},
|
| 235 |
{
|
| 236 |
+
"key": "gpt-5.6-sol-max",
|
| 237 |
+
"name": "GPT-5.6 Sol (max)",
|
| 238 |
+
"logo": "openai",
|
| 239 |
"open": false,
|
| 240 |
+
"score": 0.723635,
|
| 241 |
+
"cost": 6.86758
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 242 |
},
|
| 243 |
{
|
| 244 |
+
"key": "claude-haiku-5.5-max",
|
| 245 |
+
"name": "Claude Haiku 5.5 (max)",
|
| 246 |
+
"logo": "claude",
|
| 247 |
+
"open": false,
|
| 248 |
+
"score": 0.718775,
|
| 249 |
+
"cost": 2.431911
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 250 |
},
|
| 251 |
{
|
| 252 |
+
"key": "gemini-3.8-flash-high",
|
| 253 |
+
"name": "Gemini 3.8 Flash (high)",
|
| 254 |
+
"logo": "gemini",
|
| 255 |
+
"open": false,
|
| 256 |
+
"score": 0.6946,
|
| 257 |
+
"cost": 3.852846
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 258 |
},
|
| 259 |
{
|
| 260 |
+
"key": "grok-4.6-xhigh",
|
| 261 |
+
"name": "Grok 4.6 (xhigh)",
|
| 262 |
+
"logo": "grok",
|
| 263 |
+
"open": false,
|
| 264 |
+
"score": 0.625745,
|
| 265 |
+
"cost": 7.41087
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 266 |
},
|
| 267 |
{
|
| 268 |
+
"key": "muse-spark-1.3-max",
|
| 269 |
+
"name": "Muse Spark 1.3 (max)",
|
| 270 |
+
"logo": "meta",
|
| 271 |
+
"open": false,
|
| 272 |
+
"score": 0.54823,
|
| 273 |
+
"cost": 0.231799
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 274 |
},
|
| 275 |
{
|
| 276 |
+
"key": "glm-5.3-flash-max",
|
| 277 |
+
"name": "GLM-5.3 Flash (max)",
|
| 278 |
+
"logo": "zai",
|
| 279 |
"open": true,
|
| 280 |
+
"score": 0.542365,
|
| 281 |
+
"cost": 0.938694
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 282 |
},
|
| 283 |
{
|
| 284 |
+
"key": "grok-4.7-xhigh",
|
| 285 |
+
"name": "Grok 4.7 (xhigh)",
|
| 286 |
+
"logo": "grok",
|
| 287 |
"open": false,
|
| 288 |
+
"score": 0.541915,
|
| 289 |
+
"cost": 7.292507
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 290 |
},
|
| 291 |
{
|
| 292 |
+
"key": "deepseek-v4.1-flash-max",
|
| 293 |
+
"name": "DeepSeek V4.1 Flash (max)",
|
| 294 |
"logo": "deepseek",
|
| 295 |
"open": true,
|
| 296 |
+
"score": 0.366635,
|
| 297 |
+
"cost": 0.346713
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 298 |
}
|
| 299 |
],
|
| 300 |
"i2s": [
|
data/t2s-sandbox.json
ADDED
|
@@ -0,0 +1,2470 @@
|
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|
|
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| 1 |
+
{
|
| 2 |
+
"track": "Text-to-Scene · Research Track (20 public scenes) · sandboxed re-run",
|
| 3 |
+
"when": "2026-10-16 06:21 UTC",
|
| 4 |
+
"score": "case score = 0.2 x Detailed + 0.6 x Overview + 0.2 x Physical; a case without a valid scene scores 0; a model's score is the mean over the 20 cases",
|
| 5 |
+
"cost": "median USD per case over the model's 20 cases; null when the agent records no usage",
|
| 6 |
+
"cases": [
|
| 7 |
+
{
|
| 8 |
+
"id": "abandoned-psychiatric-hospital-long",
|
| 9 |
+
"slug": "abandoned-psychiatric-hospital",
|
| 10 |
+
"title": "Abandoned Psychiatric Hospital",
|
| 11 |
+
"brief": "Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape."
|
| 12 |
+
},
|
| 13 |
+
{
|
| 14 |
+
"id": "blue-city-long",
|
| 15 |
+
"slug": "blue-city",
|
| 16 |
+
"title": "Blue City",
|
| 17 |
+
"brief": "Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches."
|
| 18 |
+
},
|
| 19 |
+
{
|
| 20 |
+
"id": "castleriver-long",
|
| 21 |
+
"slug": "castleriver",
|
| 22 |
+
"title": "Castle River",
|
| 23 |
+
"brief": "Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky."
|
| 24 |
+
},
|
| 25 |
+
{
|
| 26 |
+
"id": "cyberpunk-long",
|
| 27 |
+
"slug": "cyberpunk",
|
| 28 |
+
"title": "Cyberpunk",
|
| 29 |
+
"brief": "Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky."
|
| 30 |
+
},
|
| 31 |
+
{
|
| 32 |
+
"id": "egyptian-temple-long",
|
| 33 |
+
"slug": "egyptian-temple",
|
| 34 |
+
"title": "Egyptian Temple",
|
| 35 |
+
"brief": "Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand."
|
| 36 |
+
},
|
| 37 |
+
{
|
| 38 |
+
"id": "european-street-3d-scene-long",
|
| 39 |
+
"slug": "european-street-3d-scene",
|
| 40 |
+
"title": "European Street",
|
| 41 |
+
"brief": "Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky."
|
| 42 |
+
},
|
| 43 |
+
{
|
| 44 |
+
"id": "factory-environment-long",
|
| 45 |
+
"slug": "factory-environment",
|
| 46 |
+
"title": "Factory Environment",
|
| 47 |
+
"brief": "Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight."
|
| 48 |
+
},
|
| 49 |
+
{
|
| 50 |
+
"id": "hong-kong-long",
|
| 51 |
+
"slug": "hong-kong",
|
| 52 |
+
"title": "Hong Kong",
|
| 53 |
+
"brief": "Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses."
|
| 54 |
+
},
|
| 55 |
+
{
|
| 56 |
+
"id": "khs-house-of-baeryeom-long",
|
| 57 |
+
"slug": "khs-house-of-baeryeom",
|
| 58 |
+
"title": "House of Baeryeom",
|
| 59 |
+
"brief": "Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape."
|
| 60 |
+
},
|
| 61 |
+
{
|
| 62 |
+
"id": "medieval-big-farm-town-long",
|
| 63 |
+
"slug": "medieval-big-farm-town",
|
| 64 |
+
"title": "Medieval Big Farm Town",
|
| 65 |
+
"brief": "Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations."
|
| 66 |
+
},
|
| 67 |
+
{
|
| 68 |
+
"id": "medieval-buildings-volume-1-long",
|
| 69 |
+
"slug": "medieval-buildings-volume-1",
|
| 70 |
+
"title": "Medieval Buildings",
|
| 71 |
+
"brief": "Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded."
|
| 72 |
+
},
|
| 73 |
+
{
|
| 74 |
+
"id": "nordic-harbour-long",
|
| 75 |
+
"slug": "nordic-harbour",
|
| 76 |
+
"title": "Nordic Harbour",
|
| 77 |
+
"brief": "Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds."
|
| 78 |
+
},
|
| 79 |
+
{
|
| 80 |
+
"id": "paris-long",
|
| 81 |
+
"slug": "paris",
|
| 82 |
+
"title": "Paris",
|
| 83 |
+
"brief": "Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky."
|
| 84 |
+
},
|
| 85 |
+
{
|
| 86 |
+
"id": "post-apocalyptic-stylized-market-long",
|
| 87 |
+
"slug": "post-apocalyptic-stylized-market",
|
| 88 |
+
"title": "Post-Apocalyptic Stylized Market",
|
| 89 |
+
"brief": "Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop."
|
| 90 |
+
},
|
| 91 |
+
{
|
| 92 |
+
"id": "ruins-long",
|
| 93 |
+
"slug": "ruins",
|
| 94 |
+
"title": "Ruins",
|
| 95 |
+
"brief": "Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight."
|
| 96 |
+
},
|
| 97 |
+
{
|
| 98 |
+
"id": "scifi-environment-offworld-long",
|
| 99 |
+
"slug": "scifi-environment-offworld",
|
| 100 |
+
"title": "Sci-Fi Environment Offworld",
|
| 101 |
+
"brief": "Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach."
|
| 102 |
+
},
|
| 103 |
+
{
|
| 104 |
+
"id": "street-new-york-long",
|
| 105 |
+
"slug": "street-new-york",
|
| 106 |
+
"title": "New York Street",
|
| 107 |
+
"brief": "Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze."
|
| 108 |
+
},
|
| 109 |
+
{
|
| 110 |
+
"id": "stylized-elven-valley-long",
|
| 111 |
+
"slug": "stylized-elven-valley",
|
| 112 |
+
"title": "Stylized Elven Valley",
|
| 113 |
+
"brief": "Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation."
|
| 114 |
+
},
|
| 115 |
+
{
|
| 116 |
+
"id": "urban-decay-long",
|
| 117 |
+
"slug": "urban-decay",
|
| 118 |
+
"title": "Urban Decay",
|
| 119 |
+
"brief": "Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter."
|
| 120 |
+
},
|
| 121 |
+
{
|
| 122 |
+
"id": "winter-town-long",
|
| 123 |
+
"slug": "winter-town",
|
| 124 |
+
"title": "Winter Town",
|
| 125 |
+
"brief": "Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited."
|
| 126 |
+
}
|
| 127 |
+
],
|
| 128 |
+
"models": [
|
| 129 |
+
{
|
| 130 |
+
"key": "claude-sonnet-5.5-max",
|
| 131 |
+
"name": "Claude Sonnet 5.5 (max)",
|
| 132 |
+
"org": "Anthropic",
|
| 133 |
+
"logo": "claude",
|
| 134 |
+
"colour": "#D97757",
|
| 135 |
+
"open": false,
|
| 136 |
+
"score": 0.83738,
|
| 137 |
+
"detailed": 0.803165,
|
| 138 |
+
"overview": 0.812675,
|
| 139 |
+
"physical": 0.94574,
|
| 140 |
+
"cost": 26.9326,
|
| 141 |
+
"front": true,
|
| 142 |
+
"cases": {
|
| 143 |
+
"abandoned-psychiatric-hospital-long": {
|
| 144 |
+
"score": 0.8691,
|
| 145 |
+
"detailed": 0.8288,
|
| 146 |
+
"overview": 0.8641,
|
| 147 |
+
"physical": 0.9244,
|
| 148 |
+
"cost": 21.284408
|
| 149 |
+
},
|
| 150 |
+
"blue-city-long": {
|
| 151 |
+
"score": 0.7889,
|
| 152 |
+
"detailed": 0.7988,
|
| 153 |
+
"overview": 0.7298,
|
| 154 |
+
"physical": 0.9565,
|
| 155 |
+
"cost": 26.644373
|
| 156 |
+
},
|
| 157 |
+
"castleriver-long": {
|
| 158 |
+
"score": 0.8972,
|
| 159 |
+
"detailed": 0.7951,
|
| 160 |
+
"overview": 0.897,
|
| 161 |
+
"physical": 1.0,
|
| 162 |
+
"cost": 30.358551
|
| 163 |
+
},
|
| 164 |
+
"cyberpunk-long": {
|
| 165 |
+
"score": 0.846,
|
| 166 |
+
"detailed": 0.8138,
|
| 167 |
+
"overview": 0.8058,
|
| 168 |
+
"physical": 0.9988,
|
| 169 |
+
"cost": 23.062467
|
| 170 |
+
},
|
| 171 |
+
"egyptian-temple-long": {
|
| 172 |
+
"score": 0.7797,
|
| 173 |
+
"detailed": 0.8399,
|
| 174 |
+
"overview": 0.7844,
|
| 175 |
+
"physical": 0.7056,
|
| 176 |
+
"cost": 18.012268
|
| 177 |
+
},
|
| 178 |
+
"european-street-3d-scene-long": {
|
| 179 |
+
"score": 0.7412,
|
| 180 |
+
"detailed": 0.7546,
|
| 181 |
+
"overview": 0.6922,
|
| 182 |
+
"physical": 0.875,
|
| 183 |
+
"cost": 20.695344
|
| 184 |
+
},
|
| 185 |
+
"factory-environment-long": {
|
| 186 |
+
"score": 0.9051,
|
| 187 |
+
"detailed": 0.8519,
|
| 188 |
+
"overview": 0.8912,
|
| 189 |
+
"physical": 1.0,
|
| 190 |
+
"cost": 32.995669
|
| 191 |
+
},
|
| 192 |
+
"hong-kong-long": {
|
| 193 |
+
"score": 0.9126,
|
| 194 |
+
"detailed": 0.853,
|
| 195 |
+
"overview": 0.9184,
|
| 196 |
+
"physical": 0.955,
|
| 197 |
+
"cost": 31.732479
|
| 198 |
+
},
|
| 199 |
+
"khs-house-of-baeryeom-long": {
|
| 200 |
+
"score": 0.8116,
|
| 201 |
+
"detailed": 0.7553,
|
| 202 |
+
"overview": 0.8636,
|
| 203 |
+
"physical": 0.712,
|
| 204 |
+
"cost": 16.340034
|
| 205 |
+
},
|
| 206 |
+
"medieval-big-farm-town-long": {
|
| 207 |
+
"score": 0.8428,
|
| 208 |
+
"detailed": 0.7477,
|
| 209 |
+
"overview": 0.8221,
|
| 210 |
+
"physical": 1.0,
|
| 211 |
+
"cost": 39.455494
|
| 212 |
+
},
|
| 213 |
+
"medieval-buildings-volume-1-long": {
|
| 214 |
+
"score": 0.8567,
|
| 215 |
+
"detailed": 0.7185,
|
| 216 |
+
"overview": 0.855,
|
| 217 |
+
"physical": 1.0,
|
| 218 |
+
"cost": 27.220827
|
| 219 |
+
},
|
| 220 |
+
"nordic-harbour-long": {
|
| 221 |
+
"score": 0.8706,
|
| 222 |
+
"detailed": 0.6777,
|
| 223 |
+
"overview": 0.8937,
|
| 224 |
+
"physical": 0.9941,
|
| 225 |
+
"cost": 31.989551
|
| 226 |
+
},
|
| 227 |
+
"paris-long": {
|
| 228 |
+
"score": 0.8428,
|
| 229 |
+
"detailed": 0.7843,
|
| 230 |
+
"overview": 0.8189,
|
| 231 |
+
"physical": 0.9731,
|
| 232 |
+
"cost": 46.5564
|
| 233 |
+
},
|
| 234 |
+
"post-apocalyptic-stylized-market-long": {
|
| 235 |
+
"score": 0.7552,
|
| 236 |
+
"detailed": 0.8114,
|
| 237 |
+
"overview": 0.6582,
|
| 238 |
+
"physical": 0.99,
|
| 239 |
+
"cost": 15.947587
|
| 240 |
+
},
|
| 241 |
+
"ruins-long": {
|
| 242 |
+
"score": 0.87,
|
| 243 |
+
"detailed": 0.8523,
|
| 244 |
+
"overview": 0.8824,
|
| 245 |
+
"physical": 0.8507,
|
| 246 |
+
"cost": 30.886623
|
| 247 |
+
},
|
| 248 |
+
"scifi-environment-offworld-long": {
|
| 249 |
+
"score": 0.8838,
|
| 250 |
+
"detailed": 0.7833,
|
| 251 |
+
"overview": 0.8785,
|
| 252 |
+
"physical": 1.0,
|
| 253 |
+
"cost": 25.542921
|
| 254 |
+
},
|
| 255 |
+
"street-new-york-long": {
|
| 256 |
+
"score": 0.6336,
|
| 257 |
+
"detailed": 0.7668,
|
| 258 |
+
"overview": 0.4715,
|
| 259 |
+
"physical": 0.9865,
|
| 260 |
+
"cost": 25.763903
|
| 261 |
+
},
|
| 262 |
+
"stylized-elven-valley-long": {
|
| 263 |
+
"score": 0.9426,
|
| 264 |
+
"detailed": 0.9528,
|
| 265 |
+
"overview": 0.92,
|
| 266 |
+
"physical": 1.0,
|
| 267 |
+
"cost": 31.960949
|
| 268 |
+
},
|
| 269 |
+
"urban-decay-long": {
|
| 270 |
+
"score": 0.8222,
|
| 271 |
+
"detailed": 0.9067,
|
| 272 |
+
"overview": 0.7352,
|
| 273 |
+
"physical": 0.9989,
|
| 274 |
+
"cost": 20.470047
|
| 275 |
+
},
|
| 276 |
+
"winter-town-long": {
|
| 277 |
+
"score": 0.8759,
|
| 278 |
+
"detailed": 0.7706,
|
| 279 |
+
"overview": 0.8715,
|
| 280 |
+
"physical": 0.9942,
|
| 281 |
+
"cost": 43.25535
|
| 282 |
+
}
|
| 283 |
+
}
|
| 284 |
+
},
|
| 285 |
+
{
|
| 286 |
+
"key": "claude-opus-5.5-max",
|
| 287 |
+
"name": "Claude Opus 5.5 (max)",
|
| 288 |
+
"org": "Anthropic",
|
| 289 |
+
"logo": "claude",
|
| 290 |
+
"colour": "#D97757",
|
| 291 |
+
"open": false,
|
| 292 |
+
"score": 0.83255,
|
| 293 |
+
"detailed": 0.76335,
|
| 294 |
+
"overview": 0.818565,
|
| 295 |
+
"physical": 0.943705,
|
| 296 |
+
"cost": 26.901442,
|
| 297 |
+
"front": true,
|
| 298 |
+
"cases": {
|
| 299 |
+
"abandoned-psychiatric-hospital-long": {
|
| 300 |
+
"score": 0.8288,
|
| 301 |
+
"detailed": 0.8124,
|
| 302 |
+
"overview": 0.8063,
|
| 303 |
+
"physical": 0.9125,
|
| 304 |
+
"cost": 30.950589
|
| 305 |
+
},
|
| 306 |
+
"blue-city-long": {
|
| 307 |
+
"score": 0.7471,
|
| 308 |
+
"detailed": 0.6202,
|
| 309 |
+
"overview": 0.7075,
|
| 310 |
+
"physical": 0.9926,
|
| 311 |
+
"cost": 27.395854
|
| 312 |
+
},
|
| 313 |
+
"castleriver-long": {
|
| 314 |
+
"score": 0.8886,
|
| 315 |
+
"detailed": 0.7519,
|
| 316 |
+
"overview": 0.897,
|
| 317 |
+
"physical": 1.0,
|
| 318 |
+
"cost": 52.383719
|
| 319 |
+
},
|
| 320 |
+
"cyberpunk-long": {
|
| 321 |
+
"score": 0.7711,
|
| 322 |
+
"detailed": 0.7968,
|
| 323 |
+
"overview": 0.6864,
|
| 324 |
+
"physical": 0.9995,
|
| 325 |
+
"cost": 19.851162
|
| 326 |
+
},
|
| 327 |
+
"egyptian-temple-long": {
|
| 328 |
+
"score": 0.7935,
|
| 329 |
+
"detailed": 0.7881,
|
| 330 |
+
"overview": 0.7902,
|
| 331 |
+
"physical": 0.8088,
|
| 332 |
+
"cost": 26.40703
|
| 333 |
+
},
|
| 334 |
+
"european-street-3d-scene-long": {
|
| 335 |
+
"score": 0.7626,
|
| 336 |
+
"detailed": 0.4998,
|
| 337 |
+
"overview": 0.7851,
|
| 338 |
+
"physical": 0.958,
|
| 339 |
+
"cost": 18.36648
|
| 340 |
+
},
|
| 341 |
+
"factory-environment-long": {
|
| 342 |
+
"score": 0.9038,
|
| 343 |
+
"detailed": 0.85,
|
| 344 |
+
"overview": 0.8897,
|
| 345 |
+
"physical": 1.0,
|
| 346 |
+
"cost": 22.377131
|
| 347 |
+
},
|
| 348 |
+
"hong-kong-long": {
|
| 349 |
+
"score": 0.8225,
|
| 350 |
+
"detailed": 0.8476,
|
| 351 |
+
"overview": 0.7595,
|
| 352 |
+
"physical": 0.9864,
|
| 353 |
+
"cost": 36.49371
|
| 354 |
+
},
|
| 355 |
+
"khs-house-of-baeryeom-long": {
|
| 356 |
+
"score": 0.8445,
|
| 357 |
+
"detailed": 0.7834,
|
| 358 |
+
"overview": 0.8226,
|
| 359 |
+
"physical": 0.9715,
|
| 360 |
+
"cost": 21.697086
|
| 361 |
+
},
|
| 362 |
+
"medieval-big-farm-town-long": {
|
| 363 |
+
"score": 0.8679,
|
| 364 |
+
"detailed": 0.7622,
|
| 365 |
+
"overview": 0.8591,
|
| 366 |
+
"physical": 1.0,
|
| 367 |
+
"cost": 19.682743
|
| 368 |
+
},
|
| 369 |
+
"medieval-buildings-volume-1-long": {
|
| 370 |
+
"score": 0.8837,
|
| 371 |
+
"detailed": 0.786,
|
| 372 |
+
"overview": 0.9011,
|
| 373 |
+
"physical": 0.9294,
|
| 374 |
+
"cost": 28.250778
|
| 375 |
+
},
|
| 376 |
+
"nordic-harbour-long": {
|
| 377 |
+
"score": 0.8857,
|
| 378 |
+
"detailed": 0.7815,
|
| 379 |
+
"overview": 0.8937,
|
| 380 |
+
"physical": 0.9658,
|
| 381 |
+
"cost": 24.550189
|
| 382 |
+
},
|
| 383 |
+
"paris-long": {
|
| 384 |
+
"score": 0.8658,
|
| 385 |
+
"detailed": 0.7225,
|
| 386 |
+
"overview": 0.9011,
|
| 387 |
+
"physical": 0.9032,
|
| 388 |
+
"cost": 40.384955
|
| 389 |
+
},
|
| 390 |
+
"post-apocalyptic-stylized-market-long": {
|
| 391 |
+
"score": 0.8318,
|
| 392 |
+
"detailed": 0.747,
|
| 393 |
+
"overview": 0.8073,
|
| 394 |
+
"physical": 0.9903,
|
| 395 |
+
"cost": 19.675323
|
| 396 |
+
},
|
| 397 |
+
"ruins-long": {
|
| 398 |
+
"score": 0.9218,
|
| 399 |
+
"detailed": 0.8575,
|
| 400 |
+
"overview": 0.9184,
|
| 401 |
+
"physical": 0.9962,
|
| 402 |
+
"cost": 32.808728
|
| 403 |
+
},
|
| 404 |
+
"scifi-environment-offworld-long": {
|
| 405 |
+
"score": 0.8517,
|
| 406 |
+
"detailed": 0.6875,
|
| 407 |
+
"overview": 0.8663,
|
| 408 |
+
"physical": 0.9722,
|
| 409 |
+
"cost": 10.808046
|
| 410 |
+
},
|
| 411 |
+
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| 2347 |
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| 2348 |
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| 2349 |
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| 2350 |
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| 2371 |
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| 2372 |
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| 2373 |
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| 2379 |
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| 2380 |
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| 2381 |
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| 2382 |
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| 2383 |
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| 2384 |
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| 2385 |
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| 2386 |
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| 2388 |
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| 2389 |
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| 2390 |
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| 2391 |
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| 2393 |
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| 2394 |
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| 2396 |
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| 2397 |
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| 2398 |
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| 2400 |
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| 2401 |
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| 2402 |
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| 2403 |
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| 2405 |
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| 2407 |
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| 2412 |
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| 2414 |
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| 2415 |
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| 2416 |
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| 2417 |
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| 2418 |
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| 2419 |
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|
| 2420 |
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| 2421 |
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| 2422 |
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"physical": 1.0,
|
| 2423 |
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|
| 2424 |
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},
|
| 2425 |
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"ruins-long": {
|
| 2426 |
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"score": 0.0805,
|
| 2427 |
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| 2428 |
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"overview": 0.0805,
|
| 2429 |
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"physical": 0.0,
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| 2430 |
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"cost": 0.298421
|
| 2431 |
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},
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| 2432 |
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| 2433 |
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| 2434 |
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|
| 2435 |
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|
| 2436 |
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"physical": 1.0,
|
| 2437 |
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"cost": 0.675551
|
| 2438 |
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},
|
| 2439 |
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| 2440 |
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|
| 2441 |
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|
| 2442 |
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|
| 2443 |
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"physical": 0.881,
|
| 2444 |
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|
| 2445 |
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|
| 2446 |
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|
| 2447 |
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| 2448 |
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|
| 2449 |
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"overview": 0.06,
|
| 2450 |
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| 2451 |
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|
| 2452 |
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| 2453 |
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| 2454 |
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| 2455 |
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| 2456 |
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| 2457 |
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|
| 2458 |
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|
| 2459 |
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|
| 2460 |
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|
| 2461 |
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"score": 0.281,
|
| 2462 |
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|
| 2463 |
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|
| 2464 |
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"physical": 0.9285,
|
| 2465 |
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"cost": 0.324825
|
| 2466 |
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}
|
| 2467 |
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}
|
| 2468 |
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}
|
| 2469 |
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]
|
| 2470 |
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}
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<title>Code4Scene · Gallery</title><meta content="Every Text-to-Scene output of the October 2026 re-run, by agent." name="description"/>
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<link href="../assets/buildingbench.css?v=20261016t2s" rel="stylesheet"/>
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</head><body class="gallery-page"><a class="skip-link" href="#main">Skip to the gallery</a>
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<header class="site-header"><div class="brand"><a aria-label="Code4Scene home" class="brand-home" href="../index.html#top"><svg aria-hidden="true" fill="none" viewbox="0 0 30 32"><path d="M15 2 27 9v14l-12 7L3 23V9L15 2Z M3 9l12 7 12-7 M15 16v14 M9 5.5l12 7v14 M21 5.5l-12 7v14" stroke="currentColor" stroke-linejoin="round" stroke-width="1.6"></path></svg><span>Code4Scene</span></a><a class="brand-by" href="https://simworld.org/">by SimWorld</a></div><nav aria-label="Main navigation"><a href="../index.html#top">Benchmark</a><a href="../index.html#leaderboard">Leaderboard</a><a href="../index.html#cases">Visualization</a><a class="nav-active" href="../gallery/">Gallery</a><a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">Paper ↗</a><a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">Github ↗</a></nav></header>
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<main class="page-main" id="main">
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<section class="gal-top"><div class="container"><span class="section-label">Gallery</span><h1 class="section-title">Every scene, every agent</h1><p class="section-desc">What each configuration built on the 20 Research Track scenes in the October 2026 Text-to-Scene re-run, as the evaluator saw it: four renders per scene from the benchmark's own cameras, with the case score and the agent's cost. Scores are truncated to three decimals; a case without a valid scene scores 0.</p><nav aria-label="Browse the gallery" class="gal-switch"><a aria-current="page" class="on" href="./">By agent</a><a href="cases.html">By scene</a></nav></div></section><section class="gal-body"><div class="container"><p class="gal-note">In leaderboard order. The strip shows the same five scenes for every agent: Blue City, Cyberpunk, Egyptian Temple, Nordic Harbour, Winter Town.</p><ol class="gal-agents"><li><a class="gal-agent" href="model/claude-sonnet-5.5-max.html"><span class="rk">1</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="#D97757" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Claude</title><path d="M4.709 15.955l4.72-2.647.08-.23-.08-.128H9.2l-.79-.048-2.698-.073-2.339-.097-2.266-.122-.571-.121L0 11.784l.055-.352.48-.321.686.06 1.52.103 2.278.158 1.652.097 2.449.255h.389l.055-.157-.134-.098-.103-.097-2.358-1.596-2.552-1.688-1.336-.972-.724-.491-.364-.462-.158-1.008.656-.722.881.06.225.061.893.686 1.908 1.476 2.491 1.833.365.304.145-.103.019-.073-.164-.274-1.355-2.446-1.446-2.49-.644-1.032-.17-.619a2.97 2.97 0 01-.104-.729L6.283.134 6.696 0l.996.134.42.364.62 1.414 1.002 2.229 1.555 3.03.456.898.243.832.091.255h.158V9.01l.128-1.706.237-2.095.23-2.695.08-.76.376-.91.747-.492.584.28.48.685-.067.444-.286 1.851-.559 2.903-.364 1.942h.212l.243-.242.985-1.306 1.652-2.064.73-.82.85-.904.547-.431h1.033l.76 1.129-.34 1.166-1.064 1.347-.881 1.142-1.264 1.7-.79 1.36.073.11.188-.02 2.856-.606 1.543-.28 1.841-.315.833.388.091.395-.328.807-1.969.486-2.309.462-3.439.813-.042.03.049.061 1.549.146.662.036h1.622l3.02.225.79.522.474.638-.079.485-1.215.62-1.64-.389-3.829-.91-1.312-.329h-.182v.11l1.093 1.068 2.006 1.81 2.509 2.33.127.578-.322.455-.34-.049-2.205-1.657-.851-.747-1.926-1.62h-.128v.17l.444.649 2.345 3.521.122 1.08-.17.353-.608.213-.668-.122-1.374-1.925-1.415-2.167-1.143-1.943-.14.08-.674 7.254-.316.37-.729.28-.607-.461-.322-.747.322-1.476.389-1.924.315-1.53.286-1.9.17-.632-.012-.042-.14.018-1.434 1.967-2.18 2.945-1.726 1.845-.414.164-.717-.37.067-.662.401-.589 2.388-3.036 1.44-1.882.93-1.086-.006-.158h-.055L4.132 18.56l-1.13.146-.487-.456.061-.746.231-.243 1.908-1.312-.006.006z"></path></svg></span><span><b>Claude Sonnet 5.5 (max)</b><small>Anthropic</small></span></span><span class="num"><small>Score</small><b>0.837</b></span><span class="num"><small>Median cost</small>$26.93</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-sonnet-5.5-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-sonnet-5.5-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-sonnet-5.5-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-sonnet-5.5-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-sonnet-5.5-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/claude-opus-5.5-max.html"><span class="rk">2</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="#D97757" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Claude</title><path d="M4.709 15.955l4.72-2.647.08-.23-.08-.128H9.2l-.79-.048-2.698-.073-2.339-.097-2.266-.122-.571-.121L0 11.784l.055-.352.48-.321.686.06 1.52.103 2.278.158 1.652.097 2.449.255h.389l.055-.157-.134-.098-.103-.097-2.358-1.596-2.552-1.688-1.336-.972-.724-.491-.364-.462-.158-1.008.656-.722.881.06.225.061.893.686 1.908 1.476 2.491 1.833.365.304.145-.103.019-.073-.164-.274-1.355-2.446-1.446-2.49-.644-1.032-.17-.619a2.97 2.97 0 01-.104-.729L6.283.134 6.696 0l.996.134.42.364.62 1.414 1.002 2.229 1.555 3.03.456.898.243.832.091.255h.158V9.01l.128-1.706.237-2.095.23-2.695.08-.76.376-.91.747-.492.584.28.48.685-.067.444-.286 1.851-.559 2.903-.364 1.942h.212l.243-.242.985-1.306 1.652-2.064.73-.82.85-.904.547-.431h1.033l.76 1.129-.34 1.166-1.064 1.347-.881 1.142-1.264 1.7-.79 1.36.073.11.188-.02 2.856-.606 1.543-.28 1.841-.315.833.388.091.395-.328.807-1.969.486-2.309.462-3.439.813-.042.03.049.061 1.549.146.662.036h1.622l3.02.225.79.522.474.638-.079.485-1.215.62-1.64-.389-3.829-.91-1.312-.329h-.182v.11l1.093 1.068 2.006 1.81 2.509 2.33.127.578-.322.455-.34-.049-2.205-1.657-.851-.747-1.926-1.62h-.128v.17l.444.649 2.345 3.521.122 1.08-.17.353-.608.213-.668-.122-1.374-1.925-1.415-2.167-1.143-1.943-.14.08-.674 7.254-.316.37-.729.28-.607-.461-.322-.747.322-1.476.389-1.924.315-1.53.286-1.9.17-.632-.012-.042-.14.018-1.434 1.967-2.18 2.945-1.726 1.845-.414.164-.717-.37.067-.662.401-.589 2.388-3.036 1.44-1.882.93-1.086-.006-.158h-.055L4.132 18.56l-1.13.146-.487-.456.061-.746.231-.243 1.908-1.312-.006.006z"></path></svg></span><span><b>Claude Opus 5.5 (max)</b><small>Anthropic</small></span></span><span class="num"><small>Score</small><b>0.832</b></span><span class="num"><small>Median cost</small>$26.90</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-opus-5.5-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-opus-5.5-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-opus-5.5-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-opus-5.5-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-opus-5.5-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/claude-fable-5.1-max.html"><span class="rk">3</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="#D97757" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Claude</title><path d="M4.709 15.955l4.72-2.647.08-.23-.08-.128H9.2l-.79-.048-2.698-.073-2.339-.097-2.266-.122-.571-.121L0 11.784l.055-.352.48-.321.686.06 1.52.103 2.278.158 1.652.097 2.449.255h.389l.055-.157-.134-.098-.103-.097-2.358-1.596-2.552-1.688-1.336-.972-.724-.491-.364-.462-.158-1.008.656-.722.881.06.225.061.893.686 1.908 1.476 2.491 1.833.365.304.145-.103.019-.073-.164-.274-1.355-2.446-1.446-2.49-.644-1.032-.17-.619a2.97 2.97 0 01-.104-.729L6.283.134 6.696 0l.996.134.42.364.62 1.414 1.002 2.229 1.555 3.03.456.898.243.832.091.255h.158V9.01l.128-1.706.237-2.095.23-2.695.08-.76.376-.91.747-.492.584.28.48.685-.067.444-.286 1.851-.559 2.903-.364 1.942h.212l.243-.242.985-1.306 1.652-2.064.73-.82.85-.904.547-.431h1.033l.76 1.129-.34 1.166-1.064 1.347-.881 1.142-1.264 1.7-.79 1.36.073.11.188-.02 2.856-.606 1.543-.28 1.841-.315.833.388.091.395-.328.807-1.969.486-2.309.462-3.439.813-.042.03.049.061 1.549.146.662.036h1.622l3.02.225.79.522.474.638-.079.485-1.215.62-1.64-.389-3.829-.91-1.312-.329h-.182v.11l1.093 1.068 2.006 1.81 2.509 2.33.127.578-.322.455-.34-.049-2.205-1.657-.851-.747-1.926-1.62h-.128v.17l.444.649 2.345 3.521.122 1.08-.17.353-.608.213-.668-.122-1.374-1.925-1.415-2.167-1.143-1.943-.14.08-.674 7.254-.316.37-.729.28-.607-.461-.322-.747.322-1.476.389-1.924.315-1.53.286-1.9.17-.632-.012-.042-.14.018-1.434 1.967-2.18 2.945-1.726 1.845-.414.164-.717-.37.067-.662.401-.589 2.388-3.036 1.44-1.882.93-1.086-.006-.158h-.055L4.132 18.56l-1.13.146-.487-.456.061-.746.231-.243 1.908-1.312-.006.006z"></path></svg></span><span><b>Claude Fable 5.1 (max)</b><small>Anthropic</small></span></span><span class="num"><small>Score</small><b>0.800</b></span><span class="num"><small>Median cost</small>$23.42</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-fable-5.1-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-fable-5.1-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-fable-5.1-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-fable-5.1-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-fable-5.1-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/gpt-6-astra-max.html"><span class="rk">4</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>OpenAI</title><path d="M9.205 8.658v-2.26c0-.19.072-.333.238-.428l4.543-2.616c.619-.357 1.356-.523 2.117-.523 2.854 0 4.662 2.212 4.662 4.566 0 .167 0 .357-.024.547l-4.71-2.759a.797.797 0 00-.856 0l-5.97 3.473zm10.609 8.8V12.06c0-.333-.143-.57-.429-.737l-5.97-3.473 1.95-1.118a.433.433 0 01.476 0l4.543 2.617c1.309.76 2.189 2.378 2.189 3.948 0 1.808-1.07 3.473-2.76 4.163zM7.802 12.703l-1.95-1.142c-.167-.095-.239-.238-.239-.428V5.899c0-2.545 1.95-4.472 4.591-4.472 1 0 1.927.333 2.712.928L8.23 5.067c-.285.166-.428.404-.428.737v6.898zM12 15.128l-2.795-1.57v-3.33L12 8.658l2.795 1.57v3.33L12 15.128zm1.796 7.23c-1 0-1.927-.332-2.712-.927l4.686-2.712c.285-.166.428-.404.428-.737v-6.898l1.974 1.142c.167.095.238.238.238.428v5.233c0 2.545-1.974 4.472-4.614 4.472zm-5.637-5.303l-4.544-2.617c-1.308-.761-2.188-2.378-2.188-3.948A4.482 4.482 0 014.21 6.327v5.423c0 .333.143.571.428.738l5.947 3.449-1.95 1.118a.432.432 0 01-.476 0zm-.262 3.9c-2.688 0-4.662-2.021-4.662-4.519 0-.19.024-.38.047-.57l4.686 2.71c.286.167.571.167.856 0l5.97-3.448v2.26c0 .19-.07.333-.237.428l-4.543 2.616c-.619.357-1.356.523-2.117.523zm5.899 2.83a5.947 5.947 0 005.827-4.756C22.287 18.339 24 15.84 24 13.296c0-1.665-.713-3.282-1.998-4.448.119-.5.19-.999.19-1.498 0-3.401-2.759-5.947-5.946-5.947-.642 0-1.26.095-1.88.31A5.962 5.962 0 0010.205 0a5.947 5.947 0 00-5.827 4.757C1.713 5.447 0 7.945 0 10.49c0 1.666.713 3.283 1.998 4.448-.119.5-.19 1-.19 1.499 0 3.401 2.759 5.946 5.946 5.946.642 0 1.26-.095 1.88-.309a5.96 5.96 0 004.162 1.713z"></path></svg></span><span><b>GPT-6 Astra (max)</b><small>OpenAI</small></span></span><span class="num"><small>Score</small><b>0.790</b></span><span class="num"><small>Median cost</small>$14.25</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-6-astra-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-6-astra-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-6-astra-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-6-astra-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-6-astra-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/gpt-6.1-sol-max.html"><span class="rk">5</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>OpenAI</title><path d="M9.205 8.658v-2.26c0-.19.072-.333.238-.428l4.543-2.616c.619-.357 1.356-.523 2.117-.523 2.854 0 4.662 2.212 4.662 4.566 0 .167 0 .357-.024.547l-4.71-2.759a.797.797 0 00-.856 0l-5.97 3.473zm10.609 8.8V12.06c0-.333-.143-.57-.429-.737l-5.97-3.473 1.95-1.118a.433.433 0 01.476 0l4.543 2.617c1.309.76 2.189 2.378 2.189 3.948 0 1.808-1.07 3.473-2.76 4.163zM7.802 12.703l-1.95-1.142c-.167-.095-.239-.238-.239-.428V5.899c0-2.545 1.95-4.472 4.591-4.472 1 0 1.927.333 2.712.928L8.23 5.067c-.285.166-.428.404-.428.737v6.898zM12 15.128l-2.795-1.57v-3.33L12 8.658l2.795 1.57v3.33L12 15.128zm1.796 7.23c-1 0-1.927-.332-2.712-.927l4.686-2.712c.285-.166.428-.404.428-.737v-6.898l1.974 1.142c.167.095.238.238.238.428v5.233c0 2.545-1.974 4.472-4.614 4.472zm-5.637-5.303l-4.544-2.617c-1.308-.761-2.188-2.378-2.188-3.948A4.482 4.482 0 014.21 6.327v5.423c0 .333.143.571.428.738l5.947 3.449-1.95 1.118a.432.432 0 01-.476 0zm-.262 3.9c-2.688 0-4.662-2.021-4.662-4.519 0-.19.024-.38.047-.57l4.686 2.71c.286.167.571.167.856 0l5.97-3.448v2.26c0 .19-.07.333-.237.428l-4.543 2.616c-.619.357-1.356.523-2.117.523zm5.899 2.83a5.947 5.947 0 005.827-4.756C22.287 18.339 24 15.84 24 13.296c0-1.665-.713-3.282-1.998-4.448.119-.5.19-.999.19-1.498 0-3.401-2.759-5.947-5.946-5.947-.642 0-1.26.095-1.88.31A5.962 5.962 0 0010.205 0a5.947 5.947 0 00-5.827 4.757C1.713 5.447 0 7.945 0 10.49c0 1.666.713 3.283 1.998 4.448-.119.5-.19 1-.19 1.499 0 3.401 2.759 5.946 5.946 5.946.642 0 1.26-.095 1.88-.309a5.96 5.96 0 004.162 1.713z"></path></svg></span><span><b>GPT-6.1 Sol (max)</b><small>OpenAI</small></span></span><span class="num"><small>Score</small><b>0.784</b></span><span class="num"><small>Median cost</small>$2.59</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-6.1-sol-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-6.1-sol-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-6.1-sol-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-6.1-sol-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-6.1-sol-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/gemini-4-argon-high.html"><span class="rk">6</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="url(#c4sGemG5)" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><defs><linearGradient id="c4sGemG5" x1="0" y1="0" x2="1" y2="1"><stop offset="0" stop-color="#4796E3"/><stop offset=".55" stop-color="#9168C0"/><stop offset="1" stop-color="#D96570"/></linearGradient></defs><title>Gemini</title><path d="M20.616 10.835a14.147 14.147 0 01-4.45-3.001 14.111 14.111 0 01-3.678-6.452.503.503 0 00-.975 0 14.134 14.134 0 01-3.679 6.452 14.155 14.155 0 01-4.45 3.001c-.65.28-1.318.505-2.002.678a.502.502 0 000 .975c.684.172 1.35.397 2.002.677a14.147 14.147 0 014.45 3.001 14.112 14.112 0 013.679 6.453.502.502 0 00.975 0c.172-.685.397-1.351.677-2.003a14.145 14.145 0 013.001-4.45 14.113 14.113 0 016.453-3.678.503.503 0 000-.975 13.245 13.245 0 01-2.003-.678z"></path></svg></span><span><b>Gemini 4 Argon (high)</b><small>Google</small></span></span><span class="num"><small>Score</small><b>0.777</b></span><span class="num"><small>Median cost</small>$4.83</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/gemini-4-argon-high/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gemini-4-argon-high/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gemini-4-argon-high/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gemini-4-argon-high/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gemini-4-argon-high/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/gpt-5.6-sol-max.html"><span class="rk">7</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>OpenAI</title><path d="M9.205 8.658v-2.26c0-.19.072-.333.238-.428l4.543-2.616c.619-.357 1.356-.523 2.117-.523 2.854 0 4.662 2.212 4.662 4.566 0 .167 0 .357-.024.547l-4.71-2.759a.797.797 0 00-.856 0l-5.97 3.473zm10.609 8.8V12.06c0-.333-.143-.57-.429-.737l-5.97-3.473 1.95-1.118a.433.433 0 01.476 0l4.543 2.617c1.309.76 2.189 2.378 2.189 3.948 0 1.808-1.07 3.473-2.76 4.163zM7.802 12.703l-1.95-1.142c-.167-.095-.239-.238-.239-.428V5.899c0-2.545 1.95-4.472 4.591-4.472 1 0 1.927.333 2.712.928L8.23 5.067c-.285.166-.428.404-.428.737v6.898zM12 15.128l-2.795-1.57v-3.33L12 8.658l2.795 1.57v3.33L12 15.128zm1.796 7.23c-1 0-1.927-.332-2.712-.927l4.686-2.712c.285-.166.428-.404.428-.737v-6.898l1.974 1.142c.167.095.238.238.238.428v5.233c0 2.545-1.974 4.472-4.614 4.472zm-5.637-5.303l-4.544-2.617c-1.308-.761-2.188-2.378-2.188-3.948A4.482 4.482 0 014.21 6.327v5.423c0 .333.143.571.428.738l5.947 3.449-1.95 1.118a.432.432 0 01-.476 0zm-.262 3.9c-2.688 0-4.662-2.021-4.662-4.519 0-.19.024-.38.047-.57l4.686 2.71c.286.167.571.167.856 0l5.97-3.448v2.26c0 .19-.07.333-.237.428l-4.543 2.616c-.619.357-1.356.523-2.117.523zm5.899 2.83a5.947 5.947 0 005.827-4.756C22.287 18.339 24 15.84 24 13.296c0-1.665-.713-3.282-1.998-4.448.119-.5.19-.999.19-1.498 0-3.401-2.759-5.947-5.946-5.947-.642 0-1.26.095-1.88.31A5.962 5.962 0 0010.205 0a5.947 5.947 0 00-5.827 4.757C1.713 5.447 0 7.945 0 10.49c0 1.666.713 3.283 1.998 4.448-.119.5-.19 1-.19 1.499 0 3.401 2.759 5.946 5.946 5.946.642 0 1.26-.095 1.88-.309a5.96 5.96 0 004.162 1.713z"></path></svg></span><span><b>GPT-5.6 Sol (max)</b><small>OpenAI</small></span></span><span class="num"><small>Score</small><b>0.723</b></span><span class="num"><small>Median cost</small>$6.87</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-5.6-sol-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-5.6-sol-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-5.6-sol-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-5.6-sol-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gpt-5.6-sol-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/claude-haiku-5.5-max.html"><span class="rk">8</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="#D97757" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Claude</title><path d="M4.709 15.955l4.72-2.647.08-.23-.08-.128H9.2l-.79-.048-2.698-.073-2.339-.097-2.266-.122-.571-.121L0 11.784l.055-.352.48-.321.686.06 1.52.103 2.278.158 1.652.097 2.449.255h.389l.055-.157-.134-.098-.103-.097-2.358-1.596-2.552-1.688-1.336-.972-.724-.491-.364-.462-.158-1.008.656-.722.881.06.225.061.893.686 1.908 1.476 2.491 1.833.365.304.145-.103.019-.073-.164-.274-1.355-2.446-1.446-2.49-.644-1.032-.17-.619a2.97 2.97 0 01-.104-.729L6.283.134 6.696 0l.996.134.42.364.62 1.414 1.002 2.229 1.555 3.03.456.898.243.832.091.255h.158V9.01l.128-1.706.237-2.095.23-2.695.08-.76.376-.91.747-.492.584.28.48.685-.067.444-.286 1.851-.559 2.903-.364 1.942h.212l.243-.242.985-1.306 1.652-2.064.73-.82.85-.904.547-.431h1.033l.76 1.129-.34 1.166-1.064 1.347-.881 1.142-1.264 1.7-.79 1.36.073.11.188-.02 2.856-.606 1.543-.28 1.841-.315.833.388.091.395-.328.807-1.969.486-2.309.462-3.439.813-.042.03.049.061 1.549.146.662.036h1.622l3.02.225.79.522.474.638-.079.485-1.215.62-1.64-.389-3.829-.91-1.312-.329h-.182v.11l1.093 1.068 2.006 1.81 2.509 2.33.127.578-.322.455-.34-.049-2.205-1.657-.851-.747-1.926-1.62h-.128v.17l.444.649 2.345 3.521.122 1.08-.17.353-.608.213-.668-.122-1.374-1.925-1.415-2.167-1.143-1.943-.14.08-.674 7.254-.316.37-.729.28-.607-.461-.322-.747.322-1.476.389-1.924.315-1.53.286-1.9.17-.632-.012-.042-.14.018-1.434 1.967-2.18 2.945-1.726 1.845-.414.164-.717-.37.067-.662.401-.589 2.388-3.036 1.44-1.882.93-1.086-.006-.158h-.055L4.132 18.56l-1.13.146-.487-.456.061-.746.231-.243 1.908-1.312-.006.006z"></path></svg></span><span><b>Claude Haiku 5.5 (max)</b><small>Anthropic</small></span></span><span class="num"><small>Score</small><b>0.718</b></span><span class="num"><small>Median cost</small>$2.43</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-haiku-5.5-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-haiku-5.5-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-haiku-5.5-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-haiku-5.5-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/claude-haiku-5.5-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/muse-wonder-full-1.0-max.html"><span class="rk">9</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="#0081FB" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Meta</title><path d="M6.897 4c1.915 0 3.516.932 5.43 3.376l.282-.373c.19-.246.383-.484.58-.71l.313-.35C14.588 4.788 15.792 4 17.225 4c1.273 0 2.469.557 3.491 1.516l.218.213c1.73 1.765 2.917 4.71 3.053 8.026l.011.392.002.25c0 1.501-.28 2.759-.818 3.7l-.14.23-.108.153c-.301.42-.664.758-1.086 1.009l-.265.142-.087.04a3.493 3.493 0 01-.302.118 4.117 4.117 0 01-1.33.208c-.524 0-.996-.067-1.438-.215-.614-.204-1.163-.56-1.726-1.116l-.227-.235c-.753-.812-1.534-1.976-2.493-3.586l-1.43-2.41-.544-.895-1.766 3.13-.343.592C7.597 19.156 6.227 20 4.356 20c-1.21 0-2.205-.42-2.936-1.182l-.168-.184c-.484-.573-.837-1.311-1.043-2.189l-.067-.32a8.69 8.69 0 01-.136-1.288L0 14.468c.002-.745.06-1.49.174-2.23l.1-.573c.298-1.53.828-2.958 1.536-4.157l.209-.34c1.177-1.83 2.789-3.053 4.615-3.16L6.897 4zm-.033 2.615l-.201.01c-.83.083-1.606.673-2.252 1.577l-.138.199-.01.018c-.67 1.017-1.185 2.378-1.456 3.845l-.004.022a12.591 12.591 0 00-.207 2.254l.002.188c.004.18.017.36.04.54l.043.291c.092.503.257.908.486 1.208l.117.137c.303.323.698.492 1.17.492 1.1 0 1.796-.676 3.696-3.641l2.175-3.4.454-.701-.139-.198C9.11 7.3 8.084 6.616 6.864 6.616zm10.196-.552l-.176.007c-.635.048-1.223.359-1.82.933l-.196.198c-.439.462-.887 1.064-1.367 1.807l.266.398c.18.274.362.56.55.858l.293.475 1.396 2.335.695 1.114c.583.926 1.03 1.6 1.408 2.082l.213.262c.282.326.529.54.777.673l.102.05c.227.1.457.138.718.138.176.002.35-.023.518-.073.338-.104.61-.32.813-.637l.095-.163.077-.162c.194-.459.29-1.06.29-1.785l-.006-.449c-.08-2.871-.938-5.372-2.2-6.798l-.176-.189c-.67-.683-1.444-1.074-2.27-1.074z"></path></svg></span><span><b>Muse Wonder Full 1.0 (max)</b><small>Meta</small></span></span><span class="num"><small>Score</small><b>0.715</b></span><span class="num"><small>Median cost</small>–</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/muse-wonder-full-1.0-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/muse-wonder-full-1.0-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/muse-wonder-full-1.0-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/muse-wonder-full-1.0-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/muse-wonder-full-1.0-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/gemini-3.8-flash-high.html"><span class="rk">10</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="url(#c4sGemG9)" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><defs><linearGradient id="c4sGemG9" x1="0" y1="0" x2="1" y2="1"><stop offset="0" stop-color="#4796E3"/><stop offset=".55" stop-color="#9168C0"/><stop offset="1" stop-color="#D96570"/></linearGradient></defs><title>Gemini</title><path d="M20.616 10.835a14.147 14.147 0 01-4.45-3.001 14.111 14.111 0 01-3.678-6.452.503.503 0 00-.975 0 14.134 14.134 0 01-3.679 6.452 14.155 14.155 0 01-4.45 3.001c-.65.28-1.318.505-2.002.678a.502.502 0 000 .975c.684.172 1.35.397 2.002.677a14.147 14.147 0 014.45 3.001 14.112 14.112 0 013.679 6.453.502.502 0 00.975 0c.172-.685.397-1.351.677-2.003a14.145 14.145 0 013.001-4.45 14.113 14.113 0 016.453-3.678.503.503 0 000-.975 13.245 13.245 0 01-2.003-.678z"></path></svg></span><span><b>Gemini 3.8 Flash (high)</b><small>Google</small></span></span><span class="num"><small>Score</small><b>0.694</b></span><span class="num"><small>Median cost</small>$3.85</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/gemini-3.8-flash-high/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gemini-3.8-flash-high/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gemini-3.8-flash-high/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gemini-3.8-flash-high/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/gemini-3.8-flash-high/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/grok-4.6-xhigh.html"><span class="rk">11</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Grok</title><path d="M9.27 15.29l7.978-5.897c.391-.29.95-.177 1.137.272.98 2.369.542 5.215-1.41 7.169-1.951 1.954-4.667 2.382-7.149 1.406l-2.711 1.257c3.889 2.661 8.611 2.003 11.562-.953 2.341-2.344 3.066-5.539 2.388-8.42l.006.007c-.983-4.232.242-5.924 2.75-9.383.06-.082.12-.164.179-.248l-3.301 3.305v-.01L9.267 15.292M7.623 16.723c-2.792-2.67-2.31-6.801.071-9.184 1.761-1.763 4.647-2.483 7.166-1.425l2.705-1.25a7.808 7.808 0 00-1.829-1A8.975 8.975 0 005.984 5.83c-2.533 2.536-3.33 6.436-1.962 9.764 1.022 2.487-.653 4.246-2.34 6.022-.599.63-1.199 1.259-1.682 1.925l7.62-6.815"></path></svg></span><span><b>Grok 4.6 (xhigh)</b><small>xAI</small></span></span><span class="num"><small>Score</small><b>0.625</b></span><span class="num"><small>Median cost</small>$7.41</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/grok-4.6-xhigh/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/grok-4.6-xhigh/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/grok-4.6-xhigh/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/grok-4.6-xhigh/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/grok-4.6-xhigh/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/muse-spark-1.3-max.html"><span class="rk">12</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="#0081FB" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Meta</title><path d="M6.897 4c1.915 0 3.516.932 5.43 3.376l.282-.373c.19-.246.383-.484.58-.71l.313-.35C14.588 4.788 15.792 4 17.225 4c1.273 0 2.469.557 3.491 1.516l.218.213c1.73 1.765 2.917 4.71 3.053 8.026l.011.392.002.25c0 1.501-.28 2.759-.818 3.7l-.14.23-.108.153c-.301.42-.664.758-1.086 1.009l-.265.142-.087.04a3.493 3.493 0 01-.302.118 4.117 4.117 0 01-1.33.208c-.524 0-.996-.067-1.438-.215-.614-.204-1.163-.56-1.726-1.116l-.227-.235c-.753-.812-1.534-1.976-2.493-3.586l-1.43-2.41-.544-.895-1.766 3.13-.343.592C7.597 19.156 6.227 20 4.356 20c-1.21 0-2.205-.42-2.936-1.182l-.168-.184c-.484-.573-.837-1.311-1.043-2.189l-.067-.32a8.69 8.69 0 01-.136-1.288L0 14.468c.002-.745.06-1.49.174-2.23l.1-.573c.298-1.53.828-2.958 1.536-4.157l.209-.34c1.177-1.83 2.789-3.053 4.615-3.16L6.897 4zm-.033 2.615l-.201.01c-.83.083-1.606.673-2.252 1.577l-.138.199-.01.018c-.67 1.017-1.185 2.378-1.456 3.845l-.004.022a12.591 12.591 0 00-.207 2.254l.002.188c.004.18.017.36.04.54l.043.291c.092.503.257.908.486 1.208l.117.137c.303.323.698.492 1.17.492 1.1 0 1.796-.676 3.696-3.641l2.175-3.4.454-.701-.139-.198C9.11 7.3 8.084 6.616 6.864 6.616zm10.196-.552l-.176.007c-.635.048-1.223.359-1.82.933l-.196.198c-.439.462-.887 1.064-1.367 1.807l.266.398c.18.274.362.56.55.858l.293.475 1.396 2.335.695 1.114c.583.926 1.03 1.6 1.408 2.082l.213.262c.282.326.529.54.777.673l.102.05c.227.1.457.138.718.138.176.002.35-.023.518-.073.338-.104.61-.32.813-.637l.095-.163.077-.162c.194-.459.29-1.06.29-1.785l-.006-.449c-.08-2.871-.938-5.372-2.2-6.798l-.176-.189c-.67-.683-1.444-1.074-2.27-1.074z"></path></svg></span><span><b>Muse Spark 1.3 (max)</b><small>Meta</small></span></span><span class="num"><small>Score</small><b>0.548</b></span><span class="num"><small>Median cost</small>$0.23</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/muse-spark-1.3-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/muse-spark-1.3-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/muse-spark-1.3-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/muse-spark-1.3-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/muse-spark-1.3-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/glm-5.3-flash-max.html"><span class="rk">13</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Z.ai</title><path d="M12.105 2L9.927 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src="img/glm-5.3-flash-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/grok-4.7-xhigh.html"><span class="rk">14</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Grok</title><path d="M9.27 15.29l7.978-5.897c.391-.29.95-.177 1.137.272.98 2.369.542 5.215-1.41 7.169-1.951 1.954-4.667 2.382-7.149 1.406l-2.711 1.257c3.889 2.661 8.611 2.003 11.562-.953 2.341-2.344 3.066-5.539 2.388-8.42l.006.007c-.983-4.232.242-5.924 2.75-9.383.06-.082.12-.164.179-.248l-3.301 3.305v-.01L9.267 15.292M7.623 16.723c-2.792-2.67-2.31-6.801.071-9.184 1.761-1.763 4.647-2.483 7.166-1.425l2.705-1.25a7.808 7.808 0 00-1.829-1A8.975 8.975 0 005.984 5.83c-2.533 2.536-3.33 6.436-1.962 9.764 1.022 2.487-.653 4.246-2.34 6.022-.599.63-1.199 1.259-1.682 1.925l7.62-6.815"></path></svg></span><span><b>Grok 4.7 (xhigh)</b><small>xAI</small></span></span><span class="num"><small>Score</small><b>0.541</b></span><span class="num"><small>Median cost</small>$7.29</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/grok-4.7-xhigh/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/grok-4.7-xhigh/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/grok-4.7-xhigh/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/grok-4.7-xhigh/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/grok-4.7-xhigh/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li><li><a class="gal-agent" href="model/deepseek-v4.1-flash-max.html"><span class="rk">15</span><span class="who"><span class="logo" aria-hidden="true"><svg fill="#4D6BFE" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>DeepSeek</title><path d="M23.748 4.482c-.254-.124-.364.113-.512.234-.051.039-.094.09-.137.136-.372.397-.806.657-1.373.626-.829-.046-1.537.214-2.163.848-.133-.782-.575-1.248-1.247-1.548-.352-.156-.708-.311-.955-.65-.172-.241-.219-.51-.305-.774-.055-.16-.11-.323-.293-.35-.2-.031-.278.136-.356.276-.313.572-.434 1.202-.422 1.84.027 1.436.633 2.58 1.838 3.393.137.093.172.187.129.323-.082.28-.18.552-.266.833-.055.179-.137.217-.329.14a5.526 5.526 0 01-1.736-1.18c-.857-.828-1.631-1.742-2.597-2.458a11.365 11.365 0 00-.689-.471c-.985-.957.13-1.743.388-1.836.27-.098.093-.432-.779-.428-.872.004-1.67.295-2.687.684a3.055 3.055 0 01-.465.137 9.597 9.597 0 00-2.883-.102c-1.885.21-3.39 1.102-4.497 2.623C.082 8.606-.231 10.684.152 12.85c.403 2.284 1.569 4.175 3.36 5.653 1.858 1.533 3.997 2.284 6.438 2.14 1.482-.085 3.133-.284 4.994-1.86.47.234.962.327 1.78.397.63.059 1.236-.03 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01-.254-.078c-.11-.054-.2-.19-.114-.358.028-.054.16-.186.192-.21.356-.202.767-.136 1.146.016.352.144.618.408 1.001.782.391.451.462.576.685.914.176.265.336.537.445.848.067.195-.019.354-.25.452z"></path></svg></span><span><b>DeepSeek V4.1 Flash (max)</b><small>DeepSeek</small></span></span><span class="num"><small>Score</small><b>0.366</b></span><span class="num"><small>Median cost</small>$0.35</span><span class="strip" aria-hidden="true"><img alt="" decoding="async" height="270" loading="lazy" src="img/deepseek-v4.1-flash-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/deepseek-v4.1-flash-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/deepseek-v4.1-flash-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/deepseek-v4.1-flash-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/><img alt="" decoding="async" height="270" loading="lazy" src="img/deepseek-v4.1-flash-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></span></a></li></ol></div></section>
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<footer><p>Code4Scene · UC San Diego & UC Berkeley · <a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">arXiv:2609.36777</a> · <a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">GitHub</a> · <a href="https://simworld.org/" rel="noopener" target="_blank">SimWorld Home</a></p></footer>
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<title>Code4Scene · Claude Fable 5.1 (max) · Gallery</title><meta content="What Claude Fable 5.1 (max) built on each of the 20 Text-to-Scene scenes, with scores and costs." name="description"/>
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<header class="site-header"><div class="brand"><a aria-label="Code4Scene home" class="brand-home" href="../../index.html#top"><svg aria-hidden="true" fill="none" viewbox="0 0 30 32"><path d="M15 2 27 9v14l-12 7L3 23V9L15 2Z M3 9l12 7 12-7 M15 16v14 M9 5.5l12 7v14 M21 5.5l-12 7v14" stroke="currentColor" stroke-linejoin="round" stroke-width="1.6"></path></svg><span>Code4Scene</span></a><a class="brand-by" href="https://simworld.org/">by SimWorld</a></div><nav aria-label="Main navigation"><a href="../../index.html#top">Benchmark</a><a href="../../index.html#leaderboard">Leaderboard</a><a href="../../index.html#cases">Visualization</a><a class="nav-active" href="../../gallery/">Gallery</a><a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">Paper ↗</a><a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">Github ↗</a></nav></header>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>Claude Fable 5.1 (max)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="#D97757" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Claude</title><path d="M4.709 15.955l4.72-2.647.08-.23-.08-.128H9.2l-.79-.048-2.698-.073-2.339-.097-2.266-.122-.571-.121L0 11.784l.055-.352.48-.321.686.06 1.52.103 2.278.158 1.652.097 2.449.255h.389l.055-.157-.134-.098-.103-.097-2.358-1.596-2.552-1.688-1.336-.972-.724-.491-.364-.462-.158-1.008.656-.722.881.06.225.061.893.686 1.908 1.476 2.491 1.833.365.304.145-.103.019-.073-.164-.274-1.355-2.446-1.446-2.49-.644-1.032-.17-.619a2.97 2.97 0 01-.104-.729L6.283.134 6.696 0l.996.134.42.364.62 1.414 1.002 2.229 1.555 3.03.456.898.243.832.091.255h.158V9.01l.128-1.706.237-2.095.23-2.695.08-.76.376-.91.747-.492.584.28.48.685-.067.444-.286 1.851-.559 2.903-.364 1.942h.212l.243-.242.985-1.306 1.652-2.064.73-.82.85-.904.547-.431h1.033l.76 1.129-.34 1.166-1.064 1.347-.881 1.142-1.264 1.7-.79 1.36.073.11.188-.02 2.856-.606 1.543-.28 1.841-.315.833.388.091.395-.328.807-1.969.486-2.309.462-3.439.813-.042.03.049.061 1.549.146.662.036h1.622l3.02.225.79.522.474.638-.079.485-1.215.62-1.64-.389-3.829-.91-1.312-.329h-.182v.11l1.093 1.068 2.006 1.81 2.509 2.33.127.578-.322.455-.34-.049-2.205-1.657-.851-.747-1.926-1.62h-.128v.17l.444.649 2.345 3.521.122 1.08-.17.353-.608.213-.668-.122-1.374-1.925-1.415-2.167-1.143-1.943-.14.08-.674 7.254-.316.37-.729.28-.607-.461-.322-.747.322-1.476.389-1.924.315-1.53.286-1.9.17-.632-.012-.042-.14.018-1.434 1.967-2.18 2.945-1.726 1.845-.414.164-.717-.37.067-.662.401-.589 2.388-3.036 1.44-1.882.93-1.086-.006-.158h-.055L4.132 18.56l-1.13.146-.487-.456.061-.746.231-.243 1.908-1.312-.006.006z"></path></svg></span>Claude Fable 5.1 (max)</h1><p class="section-desc">Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>3 <span>of 15</span></b></div><div><small>Score</small><b>0.800</b></div><div><small>Detailed</small><b>0.746</b></div><div><small>Overview</small><b>0.756</b></div><div><small>Physical</small><b>0.983</b></div><div><small>Median cost</small><b>$23.42</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.814</span><span class="gal-comp">Detailed 0.724 · Overview 0.813 · Physical 0.909</span><span class="gal-cost">$27.65</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/abandoned-psychiatric-hospital" data-caption="Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.814" href="../img/claude-fable-5.1-max/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.814" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/abandoned-psychiatric-hospital" data-caption="Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.814" href="../img/claude-fable-5.1-max/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.814" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/abandoned-psychiatric-hospital" data-caption="Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.814" href="../img/claude-fable-5.1-max/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.814" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/abandoned-psychiatric-hospital" data-caption="Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.814" href="../img/claude-fable-5.1-max/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.814" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.824</span><span class="gal-comp">Detailed 0.724 · Overview 0.799 · Physical 1.000</span><span class="gal-cost">$16.53</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/blue-city" data-caption="Claude Fable 5.1 (max) · Blue City · view 1 of 4 · score 0.824" href="../img/claude-fable-5.1-max/blue-city/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Blue City · view 1 of 4 · score 0.824" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/blue-city" data-caption="Claude Fable 5.1 (max) · Blue City · view 2 of 4 · score 0.824" href="../img/claude-fable-5.1-max/blue-city/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Blue City · view 2 of 4 · score 0.824" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/blue-city" data-caption="Claude Fable 5.1 (max) · Blue City · view 3 of 4 · score 0.824" href="../img/claude-fable-5.1-max/blue-city/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Blue City · view 3 of 4 · score 0.824" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/blue-city" data-caption="Claude Fable 5.1 (max) · Blue City · view 4 of 4 · score 0.824" href="../img/claude-fable-5.1-max/blue-city/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Blue City · view 4 of 4 · score 0.824" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.822</span><span class="gal-comp">Detailed 0.688 · Overview 0.807 · Physical 1.000</span><span class="gal-cost">$24.41</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/castleriver" data-caption="Claude Fable 5.1 (max) · Castle River · view 1 of 4 · score 0.822" href="../img/claude-fable-5.1-max/castleriver/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Castle River · view 1 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/castleriver" data-caption="Claude Fable 5.1 (max) · Castle River · view 2 of 4 · score 0.822" href="../img/claude-fable-5.1-max/castleriver/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Castle River · view 2 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/castleriver" data-caption="Claude Fable 5.1 (max) · Castle River · view 3 of 4 · score 0.822" href="../img/claude-fable-5.1-max/castleriver/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Castle River · view 3 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/castleriver" data-caption="Claude Fable 5.1 (max) · Castle River · view 4 of 4 · score 0.822" href="../img/claude-fable-5.1-max/castleriver/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Castle River · view 4 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.821</span><span class="gal-comp">Detailed 0.781 · Overview 0.775 · Physical 1.000</span><span class="gal-cost">$18.45</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/cyberpunk" data-caption="Claude Fable 5.1 (max) · Cyberpunk · view 1 of 4 · score 0.821" href="../img/claude-fable-5.1-max/cyberpunk/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Cyberpunk · view 1 of 4 · score 0.821" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/cyberpunk" data-caption="Claude Fable 5.1 (max) · Cyberpunk · view 2 of 4 · score 0.821" href="../img/claude-fable-5.1-max/cyberpunk/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Cyberpunk · view 2 of 4 · score 0.821" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/cyberpunk" data-caption="Claude Fable 5.1 (max) · Cyberpunk · view 3 of 4 · score 0.821" href="../img/claude-fable-5.1-max/cyberpunk/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Cyberpunk · view 3 of 4 · score 0.821" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/cyberpunk" data-caption="Claude Fable 5.1 (max) · Cyberpunk · view 4 of 4 · score 0.821" href="../img/claude-fable-5.1-max/cyberpunk/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Cyberpunk · view 4 of 4 · score 0.821" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.804</span><span class="gal-comp">Detailed 0.863 · Overview 0.718 · Physical 1.000</span><span class="gal-cost">$21.14</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/egyptian-temple" data-caption="Claude Fable 5.1 (max) · Egyptian Temple · view 1 of 4 · score 0.804" href="../img/claude-fable-5.1-max/egyptian-temple/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Egyptian Temple · view 1 of 4 · score 0.804" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/egyptian-temple" data-caption="Claude Fable 5.1 (max) · Egyptian Temple · view 2 of 4 · score 0.804" href="../img/claude-fable-5.1-max/egyptian-temple/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Egyptian Temple · view 2 of 4 · score 0.804" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/egyptian-temple" data-caption="Claude Fable 5.1 (max) · Egyptian Temple · view 3 of 4 · score 0.804" href="../img/claude-fable-5.1-max/egyptian-temple/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Egyptian Temple · view 3 of 4 · score 0.804" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/egyptian-temple" data-caption="Claude Fable 5.1 (max) · Egyptian Temple · view 4 of 4 · score 0.804" href="../img/claude-fable-5.1-max/egyptian-temple/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Egyptian Temple · view 4 of 4 · score 0.804" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.633</span><span class="gal-comp">Detailed 0.661 · Overview 0.543 · Physical 0.875</span><span class="gal-cost">$7.67</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/european-street-3d-scene" data-caption="Claude Fable 5.1 (max) · European Street · view 1 of 4 · score 0.633" href="../img/claude-fable-5.1-max/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · European Street · view 1 of 4 · score 0.633" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/european-street-3d-scene" data-caption="Claude Fable 5.1 (max) · European Street · view 2 of 4 · score 0.633" href="../img/claude-fable-5.1-max/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · European Street · view 2 of 4 · score 0.633" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/european-street-3d-scene" data-caption="Claude Fable 5.1 (max) · European Street · view 3 of 4 · score 0.633" href="../img/claude-fable-5.1-max/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · European Street · view 3 of 4 · score 0.633" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/european-street-3d-scene" data-caption="Claude Fable 5.1 (max) · European Street · view 4 of 4 · score 0.633" href="../img/claude-fable-5.1-max/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · European Street · view 4 of 4 · score 0.633" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.913</span><span class="gal-comp">Detailed 0.874 · Overview 0.898 · Physical 0.997</span><span class="gal-cost">$18.16</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/factory-environment" data-caption="Claude Fable 5.1 (max) · Factory Environment · view 1 of 4 · score 0.913" href="../img/claude-fable-5.1-max/factory-environment/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Factory Environment · view 1 of 4 · score 0.913" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/factory-environment" data-caption="Claude Fable 5.1 (max) · Factory Environment · view 2 of 4 · score 0.913" href="../img/claude-fable-5.1-max/factory-environment/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Factory Environment · view 2 of 4 · score 0.913" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/factory-environment" data-caption="Claude Fable 5.1 (max) · Factory Environment · view 3 of 4 · score 0.913" href="../img/claude-fable-5.1-max/factory-environment/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Factory Environment · view 3 of 4 · score 0.913" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/factory-environment" data-caption="Claude Fable 5.1 (max) · Factory Environment · view 4 of 4 · score 0.913" href="../img/claude-fable-5.1-max/factory-environment/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Factory Environment · view 4 of 4 · score 0.913" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.899</span><span class="gal-comp">Detailed 0.837 · Overview 0.886 · Physical 0.997</span><span class="gal-cost">$34.97</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/hong-kong" data-caption="Claude Fable 5.1 (max) · Hong Kong · view 1 of 4 · score 0.899" href="../img/claude-fable-5.1-max/hong-kong/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Hong Kong · view 1 of 4 · score 0.899" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/hong-kong" data-caption="Claude Fable 5.1 (max) · Hong Kong · view 2 of 4 · score 0.899" href="../img/claude-fable-5.1-max/hong-kong/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Hong Kong · view 2 of 4 · score 0.899" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/hong-kong" data-caption="Claude Fable 5.1 (max) · Hong Kong · view 3 of 4 · score 0.899" href="../img/claude-fable-5.1-max/hong-kong/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Hong Kong · view 3 of 4 · score 0.899" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/hong-kong" data-caption="Claude Fable 5.1 (max) · Hong Kong · view 4 of 4 · score 0.899" href="../img/claude-fable-5.1-max/hong-kong/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Hong Kong · view 4 of 4 · score 0.899" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.803</span><span class="gal-comp">Detailed 0.705 · Overview 0.771 · Physical 0.996</span><span class="gal-cost">$21.67</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/khs-house-of-baeryeom" data-caption="Claude Fable 5.1 (max) · House of Baeryeom · view 1 of 4 · score 0.803" href="../img/claude-fable-5.1-max/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · House of Baeryeom · view 1 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/khs-house-of-baeryeom" data-caption="Claude Fable 5.1 (max) · House of Baeryeom · view 2 of 4 · score 0.803" href="../img/claude-fable-5.1-max/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · House of Baeryeom · view 2 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/khs-house-of-baeryeom" data-caption="Claude Fable 5.1 (max) · House of Baeryeom · view 3 of 4 · score 0.803" href="../img/claude-fable-5.1-max/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · House of Baeryeom · view 3 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/khs-house-of-baeryeom" data-caption="Claude Fable 5.1 (max) · House of Baeryeom · view 4 of 4 · score 0.803" href="../img/claude-fable-5.1-max/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · House of Baeryeom · view 4 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.854</span><span class="gal-comp">Detailed 0.808 · Overview 0.822 · Physical 0.999</span><span class="gal-cost">$28.84</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/medieval-big-farm-town" data-caption="Claude Fable 5.1 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.854" href="../img/claude-fable-5.1-max/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.854" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/medieval-big-farm-town" data-caption="Claude Fable 5.1 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.854" href="../img/claude-fable-5.1-max/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.854" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/medieval-big-farm-town" data-caption="Claude Fable 5.1 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.854" href="../img/claude-fable-5.1-max/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.854" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/medieval-big-farm-town" data-caption="Claude Fable 5.1 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.854" href="../img/claude-fable-5.1-max/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.854" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.856</span><span class="gal-comp">Detailed 0.817 · Overview 0.822 · Physical 1.000</span><span class="gal-cost">$16.82</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/medieval-buildings-volume-1" data-caption="Claude Fable 5.1 (max) · Medieval Buildings · view 1 of 4 · score 0.856" href="../img/claude-fable-5.1-max/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Medieval Buildings · view 1 of 4 · score 0.856" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/medieval-buildings-volume-1" data-caption="Claude Fable 5.1 (max) · Medieval Buildings · view 2 of 4 · score 0.856" href="../img/claude-fable-5.1-max/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Medieval Buildings · view 2 of 4 · score 0.856" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/medieval-buildings-volume-1" data-caption="Claude Fable 5.1 (max) · Medieval Buildings · view 3 of 4 · score 0.856" href="../img/claude-fable-5.1-max/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Medieval Buildings · view 3 of 4 · score 0.856" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/medieval-buildings-volume-1" data-caption="Claude Fable 5.1 (max) · Medieval Buildings · view 4 of 4 · score 0.856" href="../img/claude-fable-5.1-max/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Medieval Buildings · view 4 of 4 · score 0.856" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.803</span><span class="gal-comp">Detailed 0.622 · Overview 0.798 · Physical 1.000</span><span class="gal-cost">$25.93</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/nordic-harbour" data-caption="Claude Fable 5.1 (max) · Nordic Harbour · view 1 of 4 · score 0.803" href="../img/claude-fable-5.1-max/nordic-harbour/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Nordic Harbour · view 1 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/nordic-harbour" data-caption="Claude Fable 5.1 (max) · Nordic Harbour · view 2 of 4 · score 0.803" href="../img/claude-fable-5.1-max/nordic-harbour/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Nordic Harbour · view 2 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/nordic-harbour" data-caption="Claude Fable 5.1 (max) · Nordic Harbour · view 3 of 4 · score 0.803" href="../img/claude-fable-5.1-max/nordic-harbour/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Nordic Harbour · view 3 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/nordic-harbour" data-caption="Claude Fable 5.1 (max) · Nordic Harbour · view 4 of 4 · score 0.803" href="../img/claude-fable-5.1-max/nordic-harbour/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Nordic Harbour · view 4 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.746</span><span class="gal-comp">Detailed 0.607 · Overview 0.730 · Physical 0.932</span><span class="gal-cost">$49.81</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/paris" data-caption="Claude Fable 5.1 (max) · Paris · view 1 of 4 · score 0.746" href="../img/claude-fable-5.1-max/paris/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Paris · view 1 of 4 · score 0.746" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/paris" data-caption="Claude Fable 5.1 (max) · Paris · view 2 of 4 · score 0.746" href="../img/claude-fable-5.1-max/paris/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Paris · view 2 of 4 · score 0.746" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/paris" data-caption="Claude Fable 5.1 (max) · Paris · view 3 of 4 · score 0.746" href="../img/claude-fable-5.1-max/paris/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Paris · view 3 of 4 · score 0.746" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/paris" data-caption="Claude Fable 5.1 (max) · Paris · view 4 of 4 · score 0.746" href="../img/claude-fable-5.1-max/paris/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Paris · view 4 of 4 · score 0.746" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.664</span><span class="gal-comp">Detailed 0.825 · Overview 0.504 · Physical 0.985</span><span class="gal-cost">$19.34</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/post-apocalyptic-stylized-market" data-caption="Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.664" href="../img/claude-fable-5.1-max/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.664" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/post-apocalyptic-stylized-market" data-caption="Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.664" href="../img/claude-fable-5.1-max/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.664" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/post-apocalyptic-stylized-market" data-caption="Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.664" href="../img/claude-fable-5.1-max/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.664" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/post-apocalyptic-stylized-market" data-caption="Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.664" href="../img/claude-fable-5.1-max/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.664" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.803</span><span class="gal-comp">Detailed 0.692 · Overview 0.774 · Physical 1.000</span><span class="gal-cost">$31.10</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/ruins" data-caption="Claude Fable 5.1 (max) · Ruins · view 1 of 4 · score 0.803" href="../img/claude-fable-5.1-max/ruins/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Ruins · view 1 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/ruins" data-caption="Claude Fable 5.1 (max) · Ruins · view 2 of 4 · score 0.803" href="../img/claude-fable-5.1-max/ruins/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Ruins · view 2 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/ruins" data-caption="Claude Fable 5.1 (max) · Ruins · view 3 of 4 · score 0.803" href="../img/claude-fable-5.1-max/ruins/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Ruins · view 3 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/ruins" data-caption="Claude Fable 5.1 (max) · Ruins · view 4 of 4 · score 0.803" href="../img/claude-fable-5.1-max/ruins/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Ruins · view 4 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.810</span><span class="gal-comp">Detailed 0.662 · Overview 0.796 · Physical 1.000</span><span class="gal-cost">$9.10</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/scifi-environment-offworld" data-caption="Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.810" href="../img/claude-fable-5.1-max/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.810" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/scifi-environment-offworld" data-caption="Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.810" href="../img/claude-fable-5.1-max/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.810" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/scifi-environment-offworld" data-caption="Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.810" href="../img/claude-fable-5.1-max/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.810" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/scifi-environment-offworld" data-caption="Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.810" href="../img/claude-fable-5.1-max/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.810" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.696</span><span class="gal-comp">Detailed 0.740 · Overview 0.587 · Physical 0.978</span><span class="gal-cost">$25.09</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/street-new-york" data-caption="Claude Fable 5.1 (max) · New York Street · view 1 of 4 · score 0.696" href="../img/claude-fable-5.1-max/street-new-york/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · New York Street · view 1 of 4 · score 0.696" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/street-new-york" data-caption="Claude Fable 5.1 (max) · New York Street · view 2 of 4 · score 0.696" href="../img/claude-fable-5.1-max/street-new-york/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · New York Street · view 2 of 4 · score 0.696" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/street-new-york" data-caption="Claude Fable 5.1 (max) · New York Street · view 3 of 4 · score 0.696" href="../img/claude-fable-5.1-max/street-new-york/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · New York Street · view 3 of 4 · score 0.696" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/street-new-york" data-caption="Claude Fable 5.1 (max) · New York Street · view 4 of 4 · score 0.696" href="../img/claude-fable-5.1-max/street-new-york/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · New York Street · view 4 of 4 · score 0.696" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.883</span><span class="gal-comp">Detailed 0.963 · Overview 0.817 · Physical 1.000</span><span class="gal-cost">$22.43</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/stylized-elven-valley" data-caption="Claude Fable 5.1 (max) · Stylized Elven Valley · view 1 of 4 · score 0.883" href="../img/claude-fable-5.1-max/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Stylized Elven Valley · view 1 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/stylized-elven-valley" data-caption="Claude Fable 5.1 (max) · Stylized Elven Valley · view 2 of 4 · score 0.883" href="../img/claude-fable-5.1-max/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Stylized Elven Valley · view 2 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/stylized-elven-valley" data-caption="Claude Fable 5.1 (max) · Stylized Elven Valley · view 3 of 4 · score 0.883" href="../img/claude-fable-5.1-max/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Stylized Elven Valley · view 3 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/stylized-elven-valley" data-caption="Claude Fable 5.1 (max) · Stylized Elven Valley · view 4 of 4 · score 0.883" href="../img/claude-fable-5.1-max/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Stylized Elven Valley · view 4 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.793</span><span class="gal-comp">Detailed 0.740 · Overview 0.742 · Physical 0.998</span><span class="gal-cost">$29.86</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/urban-decay" data-caption="Claude Fable 5.1 (max) · Urban Decay · view 1 of 4 · score 0.793" href="../img/claude-fable-5.1-max/urban-decay/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Urban Decay · view 1 of 4 · score 0.793" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/urban-decay" data-caption="Claude Fable 5.1 (max) · Urban Decay · view 2 of 4 · score 0.793" href="../img/claude-fable-5.1-max/urban-decay/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Urban Decay · view 2 of 4 · score 0.793" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/urban-decay" data-caption="Claude Fable 5.1 (max) · Urban Decay · view 3 of 4 · score 0.793" href="../img/claude-fable-5.1-max/urban-decay/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Urban Decay · view 3 of 4 · score 0.793" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/urban-decay" data-caption="Claude Fable 5.1 (max) · Urban Decay · view 4 of 4 · score 0.793" href="../img/claude-fable-5.1-max/urban-decay/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Urban Decay · view 4 of 4 · score 0.793" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.753</span><span class="gal-comp">Detailed 0.588 · Overview 0.726 · Physical 0.999</span><span class="gal-cost">$25.59</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="claude-fable-5.1-max/winter-town" data-caption="Claude Fable 5.1 (max) · Winter Town · view 1 of 4 · score 0.753" href="../img/claude-fable-5.1-max/winter-town/v0.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Winter Town · view 1 of 4 · score 0.753" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/winter-town" data-caption="Claude Fable 5.1 (max) · Winter Town · view 2 of 4 · score 0.753" href="../img/claude-fable-5.1-max/winter-town/v1.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Winter Town · view 2 of 4 · score 0.753" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/winter-town" data-caption="Claude Fable 5.1 (max) · Winter Town · view 3 of 4 · score 0.753" href="../img/claude-fable-5.1-max/winter-town/v2.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Winter Town · view 3 of 4 · score 0.753" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-fable-5.1-max/winter-town" data-caption="Claude Fable 5.1 (max) · Winter Town · view 4 of 4 · score 0.753" href="../img/claude-fable-5.1-max/winter-town/v3.webp?v=20261016t2s"><img alt="Claude Fable 5.1 (max) · Winter Town · view 4 of 4 · score 0.753" decoding="async" height="270" loading="lazy" src="../img/claude-fable-5.1-max/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="claude-opus-5.5-max.html">← Claude Opus 5.5 (max)</a><a href="gpt-6-astra-max.html">GPT-6 Astra (max) →</a></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>Claude Haiku 5.5 (max)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="#D97757" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Claude</title><path d="M4.709 15.955l4.72-2.647.08-.23-.08-.128H9.2l-.79-.048-2.698-.073-2.339-.097-2.266-.122-.571-.121L0 11.784l.055-.352.48-.321.686.06 1.52.103 2.278.158 1.652.097 2.449.255h.389l.055-.157-.134-.098-.103-.097-2.358-1.596-2.552-1.688-1.336-.972-.724-.491-.364-.462-.158-1.008.656-.722.881.06.225.061.893.686 1.908 1.476 2.491 1.833.365.304.145-.103.019-.073-.164-.274-1.355-2.446-1.446-2.49-.644-1.032-.17-.619a2.97 2.97 0 01-.104-.729L6.283.134 6.696 0l.996.134.42.364.62 1.414 1.002 2.229 1.555 3.03.456.898.243.832.091.255h.158V9.01l.128-1.706.237-2.095.23-2.695.08-.76.376-.91.747-.492.584.28.48.685-.067.444-.286 1.851-.559 2.903-.364 1.942h.212l.243-.242.985-1.306 1.652-2.064.73-.82.85-.904.547-.431h1.033l.76 1.129-.34 1.166-1.064 1.347-.881 1.142-1.264 1.7-.79 1.36.073.11.188-.02 2.856-.606 1.543-.28 1.841-.315.833.388.091.395-.328.807-1.969.486-2.309.462-3.439.813-.042.03.049.061 1.549.146.662.036h1.622l3.02.225.79.522.474.638-.079.485-1.215.62-1.64-.389-3.829-.91-1.312-.329h-.182v.11l1.093 1.068 2.006 1.81 2.509 2.33.127.578-.322.455-.34-.049-2.205-1.657-.851-.747-1.926-1.62h-.128v.17l.444.649 2.345 3.521.122 1.08-.17.353-.608.213-.668-.122-1.374-1.925-1.415-2.167-1.143-1.943-.14.08-.674 7.254-.316.37-.729.28-.607-.461-.322-.747.322-1.476.389-1.924.315-1.53.286-1.9.17-.632-.012-.042-.14.018-1.434 1.967-2.18 2.945-1.726 1.845-.414.164-.717-.37.067-.662.401-.589 2.388-3.036 1.44-1.882.93-1.086-.006-.158h-.055L4.132 18.56l-1.13.146-.487-.456.061-.746.231-.243 1.908-1.312-.006.006z"></path></svg></span>Claude Haiku 5.5 (max)</h1><p class="section-desc">Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>8 <span>of 15</span></b></div><div><small>Score</small><b>0.718</b></div><div><small>Detailed</small><b>0.652</b></div><div><small>Overview</small><b>0.667</b></div><div><small>Physical</small><b>0.937</b></div><div><small>Median cost</small><b>$2.43</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.757</span><span class="gal-comp">Detailed 0.717 · Overview 0.690 · Physical 1.000</span><span class="gal-cost">$3.49</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.757" href="../img/claude-haiku-5.5-max/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.757" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.757" href="../img/claude-haiku-5.5-max/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.757" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.757" href="../img/claude-haiku-5.5-max/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.757" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.757" href="../img/claude-haiku-5.5-max/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.757" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.605</span><span class="gal-comp">Detailed 0.541 · Overview 0.570 · Physical 0.773</span><span class="gal-cost">$1.43</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/blue-city" data-caption="Claude Haiku 5.5 (max) · Blue City · view 1 of 4 · score 0.605" href="../img/claude-haiku-5.5-max/blue-city/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Blue City · view 1 of 4 · score 0.605" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/blue-city" data-caption="Claude Haiku 5.5 (max) · Blue City · view 2 of 4 · score 0.605" href="../img/claude-haiku-5.5-max/blue-city/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Blue City · view 2 of 4 · score 0.605" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/blue-city" data-caption="Claude Haiku 5.5 (max) · Blue City · view 3 of 4 · score 0.605" href="../img/claude-haiku-5.5-max/blue-city/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Blue City · view 3 of 4 · score 0.605" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/blue-city" data-caption="Claude Haiku 5.5 (max) · Blue City · view 4 of 4 · score 0.605" href="../img/claude-haiku-5.5-max/blue-city/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Blue City · view 4 of 4 · score 0.605" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.643</span><span class="gal-comp">Detailed 0.627 · Overview 0.529 · Physical 1.000</span><span class="gal-cost">$2.49</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/castleriver" data-caption="Claude Haiku 5.5 (max) · Castle River · view 1 of 4 · score 0.643" href="../img/claude-haiku-5.5-max/castleriver/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Castle River · view 1 of 4 · score 0.643" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/castleriver" data-caption="Claude Haiku 5.5 (max) · Castle River · view 2 of 4 · score 0.643" href="../img/claude-haiku-5.5-max/castleriver/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Castle River · view 2 of 4 · score 0.643" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/castleriver" data-caption="Claude Haiku 5.5 (max) · Castle River · view 3 of 4 · score 0.643" href="../img/claude-haiku-5.5-max/castleriver/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Castle River · view 3 of 4 · score 0.643" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/castleriver" data-caption="Claude Haiku 5.5 (max) · Castle River · view 4 of 4 · score 0.643" href="../img/claude-haiku-5.5-max/castleriver/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Castle River · view 4 of 4 · score 0.643" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.785</span><span class="gal-comp">Detailed 0.715 · Overview 0.737 · Physical 0.998</span><span class="gal-cost">$4.17</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/cyberpunk" data-caption="Claude Haiku 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.785" href="../img/claude-haiku-5.5-max/cyberpunk/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.785" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/cyberpunk" data-caption="Claude Haiku 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.785" href="../img/claude-haiku-5.5-max/cyberpunk/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.785" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/cyberpunk" data-caption="Claude Haiku 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.785" href="../img/claude-haiku-5.5-max/cyberpunk/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.785" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/cyberpunk" data-caption="Claude Haiku 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.785" href="../img/claude-haiku-5.5-max/cyberpunk/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.785" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.829</span><span class="gal-comp">Detailed 0.779 · Overview 0.792 · Physical 0.990</span><span class="gal-cost">$2.13</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/egyptian-temple" data-caption="Claude Haiku 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.829" href="../img/claude-haiku-5.5-max/egyptian-temple/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.829" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/egyptian-temple" data-caption="Claude Haiku 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.829" href="../img/claude-haiku-5.5-max/egyptian-temple/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.829" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/egyptian-temple" data-caption="Claude Haiku 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.829" href="../img/claude-haiku-5.5-max/egyptian-temple/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.829" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/egyptian-temple" data-caption="Claude Haiku 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.829" href="../img/claude-haiku-5.5-max/egyptian-temple/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.829" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.765</span><span class="gal-comp">Detailed 0.573 · Overview 0.789 · Physical 0.885</span><span class="gal-cost">$3.76</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/european-street-3d-scene" data-caption="Claude Haiku 5.5 (max) · European Street · view 1 of 4 · score 0.765" href="../img/claude-haiku-5.5-max/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · European Street · view 1 of 4 · score 0.765" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/european-street-3d-scene" data-caption="Claude Haiku 5.5 (max) · European Street · view 2 of 4 · score 0.765" href="../img/claude-haiku-5.5-max/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · European Street · view 2 of 4 · score 0.765" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/european-street-3d-scene" data-caption="Claude Haiku 5.5 (max) · European Street · view 3 of 4 · score 0.765" href="../img/claude-haiku-5.5-max/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · European Street · view 3 of 4 · score 0.765" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/european-street-3d-scene" data-caption="Claude Haiku 5.5 (max) · European Street · view 4 of 4 · score 0.765" href="../img/claude-haiku-5.5-max/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · European Street · view 4 of 4 · score 0.765" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.771</span><span class="gal-comp">Detailed 0.777 · Overview 0.790 · Physical 0.708</span><span class="gal-cost">$1.70</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/factory-environment" data-caption="Claude Haiku 5.5 (max) · Factory Environment · view 1 of 4 · score 0.771" href="../img/claude-haiku-5.5-max/factory-environment/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Factory Environment · view 1 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/factory-environment" data-caption="Claude Haiku 5.5 (max) · Factory Environment · view 2 of 4 · score 0.771" href="../img/claude-haiku-5.5-max/factory-environment/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Factory Environment · view 2 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/factory-environment" data-caption="Claude Haiku 5.5 (max) · Factory Environment · view 3 of 4 · score 0.771" href="../img/claude-haiku-5.5-max/factory-environment/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Factory Environment · view 3 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/factory-environment" data-caption="Claude Haiku 5.5 (max) · Factory Environment · view 4 of 4 · score 0.771" href="../img/claude-haiku-5.5-max/factory-environment/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Factory Environment · view 4 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.799</span><span class="gal-comp">Detailed 0.790 · Overview 0.741 · Physical 0.984</span><span class="gal-cost">$2.87</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/hong-kong" data-caption="Claude Haiku 5.5 (max) · Hong Kong · view 1 of 4 · score 0.799" href="../img/claude-haiku-5.5-max/hong-kong/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Hong Kong · view 1 of 4 · score 0.799" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/hong-kong" data-caption="Claude Haiku 5.5 (max) · Hong Kong · view 2 of 4 · score 0.799" href="../img/claude-haiku-5.5-max/hong-kong/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Hong Kong · view 2 of 4 · score 0.799" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/hong-kong" data-caption="Claude Haiku 5.5 (max) · Hong Kong · view 3 of 4 · score 0.799" href="../img/claude-haiku-5.5-max/hong-kong/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Hong Kong · view 3 of 4 · score 0.799" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/hong-kong" data-caption="Claude Haiku 5.5 (max) · Hong Kong · view 4 of 4 · score 0.799" href="../img/claude-haiku-5.5-max/hong-kong/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Hong Kong · view 4 of 4 · score 0.799" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.812</span><span class="gal-comp">Detailed 0.746 · Overview 0.771 · Physical 1.000</span><span class="gal-cost">$1.29</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/khs-house-of-baeryeom" data-caption="Claude Haiku 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.812" href="../img/claude-haiku-5.5-max/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/khs-house-of-baeryeom" data-caption="Claude Haiku 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.812" href="../img/claude-haiku-5.5-max/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/khs-house-of-baeryeom" data-caption="Claude Haiku 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.812" href="../img/claude-haiku-5.5-max/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/khs-house-of-baeryeom" data-caption="Claude Haiku 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.812" href="../img/claude-haiku-5.5-max/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.683</span><span class="gal-comp">Detailed 0.577 · Overview 0.612 · Physical 1.000</span><span class="gal-cost">$2.38</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/medieval-big-farm-town" data-caption="Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.683" href="../img/claude-haiku-5.5-max/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/medieval-big-farm-town" data-caption="Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.683" href="../img/claude-haiku-5.5-max/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/medieval-big-farm-town" data-caption="Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.683" href="../img/claude-haiku-5.5-max/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/medieval-big-farm-town" data-caption="Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.683" href="../img/claude-haiku-5.5-max/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.725</span><span class="gal-comp">Detailed 0.649 · Overview 0.753 · Physical 0.715</span><span class="gal-cost">$2.43</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/medieval-buildings-volume-1" data-caption="Claude Haiku 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.725" href="../img/claude-haiku-5.5-max/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.725" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/medieval-buildings-volume-1" data-caption="Claude Haiku 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.725" href="../img/claude-haiku-5.5-max/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.725" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/medieval-buildings-volume-1" data-caption="Claude Haiku 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.725" href="../img/claude-haiku-5.5-max/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.725" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/medieval-buildings-volume-1" data-caption="Claude Haiku 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.725" href="../img/claude-haiku-5.5-max/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.725" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.637</span><span class="gal-comp">Detailed 0.504 · Overview 0.611 · Physical 0.849</span><span class="gal-cost">$2.26</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/nordic-harbour" data-caption="Claude Haiku 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.637" href="../img/claude-haiku-5.5-max/nordic-harbour/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/nordic-harbour" data-caption="Claude Haiku 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.637" href="../img/claude-haiku-5.5-max/nordic-harbour/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/nordic-harbour" data-caption="Claude Haiku 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.637" href="../img/claude-haiku-5.5-max/nordic-harbour/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/nordic-harbour" data-caption="Claude Haiku 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.637" href="../img/claude-haiku-5.5-max/nordic-harbour/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.740</span><span class="gal-comp">Detailed 0.676 · Overview 0.705 · Physical 0.907</span><span class="gal-cost">$4.16</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/paris" data-caption="Claude Haiku 5.5 (max) · Paris · view 1 of 4 · score 0.740" href="../img/claude-haiku-5.5-max/paris/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Paris · view 1 of 4 · score 0.740" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/paris" data-caption="Claude Haiku 5.5 (max) · Paris · view 2 of 4 · score 0.740" href="../img/claude-haiku-5.5-max/paris/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Paris · view 2 of 4 · score 0.740" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/paris" data-caption="Claude Haiku 5.5 (max) · Paris · view 3 of 4 · score 0.740" href="../img/claude-haiku-5.5-max/paris/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Paris · view 3 of 4 · score 0.740" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/paris" data-caption="Claude Haiku 5.5 (max) · Paris · view 4 of 4 · score 0.740" href="../img/claude-haiku-5.5-max/paris/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Paris · view 4 of 4 · score 0.740" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.734</span><span class="gal-comp">Detailed 0.631 · Overview 0.680 · Physical 0.998</span><span class="gal-cost">$2.47</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.734" href="../img/claude-haiku-5.5-max/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.734" href="../img/claude-haiku-5.5-max/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.734" href="../img/claude-haiku-5.5-max/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.734" href="../img/claude-haiku-5.5-max/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.601</span><span class="gal-comp">Detailed 0.584 · Overview 0.476 · Physical 0.995</span><span class="gal-cost">$1.81</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/ruins" data-caption="Claude Haiku 5.5 (max) · Ruins · view 1 of 4 · score 0.601" href="../img/claude-haiku-5.5-max/ruins/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Ruins · view 1 of 4 · score 0.601" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/ruins" data-caption="Claude Haiku 5.5 (max) · Ruins · view 2 of 4 · score 0.601" href="../img/claude-haiku-5.5-max/ruins/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Ruins · view 2 of 4 · score 0.601" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/ruins" data-caption="Claude Haiku 5.5 (max) · Ruins · view 3 of 4 · score 0.601" href="../img/claude-haiku-5.5-max/ruins/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Ruins · view 3 of 4 · score 0.601" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/ruins" data-caption="Claude Haiku 5.5 (max) · Ruins · view 4 of 4 · score 0.601" href="../img/claude-haiku-5.5-max/ruins/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Ruins · view 4 of 4 · score 0.601" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.724</span><span class="gal-comp">Detailed 0.637 · Overview 0.661 · Physical 1.000</span><span class="gal-cost">$0.58</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/scifi-environment-offworld" data-caption="Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.724" href="../img/claude-haiku-5.5-max/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/scifi-environment-offworld" data-caption="Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.724" href="../img/claude-haiku-5.5-max/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/scifi-environment-offworld" data-caption="Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.724" href="../img/claude-haiku-5.5-max/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/scifi-environment-offworld" data-caption="Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.724" href="../img/claude-haiku-5.5-max/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.778</span><span class="gal-comp">Detailed 0.618 · Overview 0.757 · Physical 1.000</span><span class="gal-cost">$2.65</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/street-new-york" data-caption="Claude Haiku 5.5 (max) · New York Street · view 1 of 4 · score 0.778" href="../img/claude-haiku-5.5-max/street-new-york/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · New York Street · view 1 of 4 · score 0.778" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/street-new-york" data-caption="Claude Haiku 5.5 (max) · New York Street · view 2 of 4 · score 0.778" href="../img/claude-haiku-5.5-max/street-new-york/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · New York Street · view 2 of 4 · score 0.778" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/street-new-york" data-caption="Claude Haiku 5.5 (max) · New York Street · view 3 of 4 · score 0.778" href="../img/claude-haiku-5.5-max/street-new-york/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · New York Street · view 3 of 4 · score 0.778" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/street-new-york" data-caption="Claude Haiku 5.5 (max) · New York Street · view 4 of 4 · score 0.778" href="../img/claude-haiku-5.5-max/street-new-york/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · New York Street · view 4 of 4 · score 0.778" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.637</span><span class="gal-comp">Detailed 0.698 · Overview 0.507 · Physical 0.968</span><span class="gal-cost">$2.41</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/stylized-elven-valley" data-caption="Claude Haiku 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.637" href="../img/claude-haiku-5.5-max/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/stylized-elven-valley" data-caption="Claude Haiku 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.637" href="../img/claude-haiku-5.5-max/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/stylized-elven-valley" data-caption="Claude Haiku 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.637" href="../img/claude-haiku-5.5-max/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/stylized-elven-valley" data-caption="Claude Haiku 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.637" href="../img/claude-haiku-5.5-max/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.771</span><span class="gal-comp">Detailed 0.752 · Overview 0.708 · Physical 0.980</span><span class="gal-cost">$2.43</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/urban-decay" data-caption="Claude Haiku 5.5 (max) · Urban Decay · view 1 of 4 · score 0.771" href="../img/claude-haiku-5.5-max/urban-decay/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Urban Decay · view 1 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/urban-decay" data-caption="Claude Haiku 5.5 (max) · Urban Decay · view 2 of 4 · score 0.771" href="../img/claude-haiku-5.5-max/urban-decay/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Urban Decay · view 2 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/urban-decay" data-caption="Claude Haiku 5.5 (max) · Urban Decay · view 3 of 4 · score 0.771" href="../img/claude-haiku-5.5-max/urban-decay/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Urban Decay · view 3 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/urban-decay" data-caption="Claude Haiku 5.5 (max) · Urban Decay · view 4 of 4 · score 0.771" href="../img/claude-haiku-5.5-max/urban-decay/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Urban Decay · view 4 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.572</span><span class="gal-comp">Detailed 0.448 · Overview 0.470 · Physical 1.000</span><span class="gal-cost">$3.38</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="claude-haiku-5.5-max/winter-town" data-caption="Claude Haiku 5.5 (max) · Winter Town · view 1 of 4 · score 0.572" href="../img/claude-haiku-5.5-max/winter-town/v0.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Winter Town · view 1 of 4 · score 0.572" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/winter-town" data-caption="Claude Haiku 5.5 (max) · Winter Town · view 2 of 4 · score 0.572" href="../img/claude-haiku-5.5-max/winter-town/v1.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Winter Town · view 2 of 4 · score 0.572" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/winter-town" data-caption="Claude Haiku 5.5 (max) · Winter Town · view 3 of 4 · score 0.572" href="../img/claude-haiku-5.5-max/winter-town/v2.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Winter Town · view 3 of 4 · score 0.572" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-haiku-5.5-max/winter-town" data-caption="Claude Haiku 5.5 (max) · Winter Town · view 4 of 4 · score 0.572" href="../img/claude-haiku-5.5-max/winter-town/v3.webp?v=20261016t2s"><img alt="Claude Haiku 5.5 (max) · Winter Town · view 4 of 4 · score 0.572" decoding="async" height="270" loading="lazy" src="../img/claude-haiku-5.5-max/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="gpt-5.6-sol-max.html">← GPT-5.6 Sol (max)</a><a href="muse-wonder-full-1.0-max.html">Muse Wonder Full 1.0 (max) →</a></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>Claude Opus 5.5 (max)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="#D97757" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Claude</title><path d="M4.709 15.955l4.72-2.647.08-.23-.08-.128H9.2l-.79-.048-2.698-.073-2.339-.097-2.266-.122-.571-.121L0 11.784l.055-.352.48-.321.686.06 1.52.103 2.278.158 1.652.097 2.449.255h.389l.055-.157-.134-.098-.103-.097-2.358-1.596-2.552-1.688-1.336-.972-.724-.491-.364-.462-.158-1.008.656-.722.881.06.225.061.893.686 1.908 1.476 2.491 1.833.365.304.145-.103.019-.073-.164-.274-1.355-2.446-1.446-2.49-.644-1.032-.17-.619a2.97 2.97 0 01-.104-.729L6.283.134 6.696 0l.996.134.42.364.62 1.414 1.002 2.229 1.555 3.03.456.898.243.832.091.255h.158V9.01l.128-1.706.237-2.095.23-2.695.08-.76.376-.91.747-.492.584.28.48.685-.067.444-.286 1.851-.559 2.903-.364 1.942h.212l.243-.242.985-1.306 1.652-2.064.73-.82.85-.904.547-.431h1.033l.76 1.129-.34 1.166-1.064 1.347-.881 1.142-1.264 1.7-.79 1.36.073.11.188-.02 2.856-.606 1.543-.28 1.841-.315.833.388.091.395-.328.807-1.969.486-2.309.462-3.439.813-.042.03.049.061 1.549.146.662.036h1.622l3.02.225.79.522.474.638-.079.485-1.215.62-1.64-.389-3.829-.91-1.312-.329h-.182v.11l1.093 1.068 2.006 1.81 2.509 2.33.127.578-.322.455-.34-.049-2.205-1.657-.851-.747-1.926-1.62h-.128v.17l.444.649 2.345 3.521.122 1.08-.17.353-.608.213-.668-.122-1.374-1.925-1.415-2.167-1.143-1.943-.14.08-.674 7.254-.316.37-.729.28-.607-.461-.322-.747.322-1.476.389-1.924.315-1.53.286-1.9.17-.632-.012-.042-.14.018-1.434 1.967-2.18 2.945-1.726 1.845-.414.164-.717-.37.067-.662.401-.589 2.388-3.036 1.44-1.882.93-1.086-.006-.158h-.055L4.132 18.56l-1.13.146-.487-.456.061-.746.231-.243 1.908-1.312-.006.006z"></path></svg></span>Claude Opus 5.5 (max)</h1><p class="section-desc">Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>2 <span>of 15</span></b></div><div><small>Score</small><b>0.832</b></div><div><small>Detailed</small><b>0.763</b></div><div><small>Overview</small><b>0.818</b></div><div><small>Physical</small><b>0.943</b></div><div><small>Median cost</small><b>$26.90</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.828</span><span class="gal-comp">Detailed 0.812 · Overview 0.806 · Physical 0.912</span><span class="gal-cost">$30.95</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.828" href="../img/claude-opus-5.5-max/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.828" href="../img/claude-opus-5.5-max/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.828" href="../img/claude-opus-5.5-max/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.828" href="../img/claude-opus-5.5-max/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.747</span><span class="gal-comp">Detailed 0.620 · Overview 0.707 · Physical 0.992</span><span class="gal-cost">$27.40</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/blue-city" data-caption="Claude Opus 5.5 (max) · Blue City · view 1 of 4 · score 0.747" href="../img/claude-opus-5.5-max/blue-city/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Blue City · view 1 of 4 · score 0.747" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/blue-city" data-caption="Claude Opus 5.5 (max) · Blue City · view 2 of 4 · score 0.747" href="../img/claude-opus-5.5-max/blue-city/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Blue City · view 2 of 4 · score 0.747" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/blue-city" data-caption="Claude Opus 5.5 (max) · Blue City · view 3 of 4 · score 0.747" href="../img/claude-opus-5.5-max/blue-city/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Blue City · view 3 of 4 · score 0.747" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/blue-city" data-caption="Claude Opus 5.5 (max) · Blue City · view 4 of 4 · score 0.747" href="../img/claude-opus-5.5-max/blue-city/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Blue City · view 4 of 4 · score 0.747" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.888</span><span class="gal-comp">Detailed 0.751 · Overview 0.897 · Physical 1.000</span><span class="gal-cost">$52.38</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/castleriver" data-caption="Claude Opus 5.5 (max) · Castle River · view 1 of 4 · score 0.888" href="../img/claude-opus-5.5-max/castleriver/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Castle River · view 1 of 4 · score 0.888" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/castleriver" data-caption="Claude Opus 5.5 (max) · Castle River · view 2 of 4 · score 0.888" href="../img/claude-opus-5.5-max/castleriver/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Castle River · view 2 of 4 · score 0.888" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/castleriver" data-caption="Claude Opus 5.5 (max) · Castle River · view 3 of 4 · score 0.888" href="../img/claude-opus-5.5-max/castleriver/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Castle River · view 3 of 4 · score 0.888" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/castleriver" data-caption="Claude Opus 5.5 (max) · Castle River · view 4 of 4 · score 0.888" href="../img/claude-opus-5.5-max/castleriver/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Castle River · view 4 of 4 · score 0.888" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.771</span><span class="gal-comp">Detailed 0.796 · Overview 0.686 · Physical 0.999</span><span class="gal-cost">$19.85</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/cyberpunk" data-caption="Claude Opus 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.771" href="../img/claude-opus-5.5-max/cyberpunk/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/cyberpunk" data-caption="Claude Opus 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.771" href="../img/claude-opus-5.5-max/cyberpunk/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/cyberpunk" data-caption="Claude Opus 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.771" href="../img/claude-opus-5.5-max/cyberpunk/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/cyberpunk" data-caption="Claude Opus 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.771" href="../img/claude-opus-5.5-max/cyberpunk/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.793</span><span class="gal-comp">Detailed 0.788 · Overview 0.790 · Physical 0.808</span><span class="gal-cost">$26.41</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/egyptian-temple" data-caption="Claude Opus 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.793" href="../img/claude-opus-5.5-max/egyptian-temple/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.793" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/egyptian-temple" data-caption="Claude Opus 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.793" href="../img/claude-opus-5.5-max/egyptian-temple/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.793" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/egyptian-temple" data-caption="Claude Opus 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.793" href="../img/claude-opus-5.5-max/egyptian-temple/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.793" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/egyptian-temple" data-caption="Claude Opus 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.793" href="../img/claude-opus-5.5-max/egyptian-temple/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.793" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.762</span><span class="gal-comp">Detailed 0.499 · Overview 0.785 · Physical 0.958</span><span class="gal-cost">$18.37</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/european-street-3d-scene" data-caption="Claude Opus 5.5 (max) · European Street · view 1 of 4 · score 0.762" href="../img/claude-opus-5.5-max/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · European Street · view 1 of 4 · score 0.762" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/european-street-3d-scene" data-caption="Claude Opus 5.5 (max) · European Street · view 2 of 4 · score 0.762" href="../img/claude-opus-5.5-max/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · European Street · view 2 of 4 · score 0.762" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/european-street-3d-scene" data-caption="Claude Opus 5.5 (max) · European Street · view 3 of 4 · score 0.762" href="../img/claude-opus-5.5-max/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · European Street · view 3 of 4 · score 0.762" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/european-street-3d-scene" data-caption="Claude Opus 5.5 (max) · European Street · view 4 of 4 · score 0.762" href="../img/claude-opus-5.5-max/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · European Street · view 4 of 4 · score 0.762" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.903</span><span class="gal-comp">Detailed 0.850 · Overview 0.889 · Physical 1.000</span><span class="gal-cost">$22.38</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/factory-environment" data-caption="Claude Opus 5.5 (max) · Factory Environment · view 1 of 4 · score 0.903" href="../img/claude-opus-5.5-max/factory-environment/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Factory Environment · view 1 of 4 · score 0.903" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/factory-environment" data-caption="Claude Opus 5.5 (max) · Factory Environment · view 2 of 4 · score 0.903" href="../img/claude-opus-5.5-max/factory-environment/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Factory Environment · view 2 of 4 · score 0.903" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/factory-environment" data-caption="Claude Opus 5.5 (max) · Factory Environment · view 3 of 4 · score 0.903" href="../img/claude-opus-5.5-max/factory-environment/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Factory Environment · view 3 of 4 · score 0.903" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/factory-environment" data-caption="Claude Opus 5.5 (max) · Factory Environment · view 4 of 4 · score 0.903" href="../img/claude-opus-5.5-max/factory-environment/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Factory Environment · view 4 of 4 · score 0.903" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.822</span><span class="gal-comp">Detailed 0.847 · Overview 0.759 · Physical 0.986</span><span class="gal-cost">$36.49</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/hong-kong" data-caption="Claude Opus 5.5 (max) · Hong Kong · view 1 of 4 · score 0.822" href="../img/claude-opus-5.5-max/hong-kong/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Hong Kong · view 1 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/hong-kong" data-caption="Claude Opus 5.5 (max) · Hong Kong · view 2 of 4 · score 0.822" href="../img/claude-opus-5.5-max/hong-kong/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Hong Kong · view 2 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/hong-kong" data-caption="Claude Opus 5.5 (max) · Hong Kong · view 3 of 4 · score 0.822" href="../img/claude-opus-5.5-max/hong-kong/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Hong Kong · view 3 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/hong-kong" data-caption="Claude Opus 5.5 (max) · Hong Kong · view 4 of 4 · score 0.822" href="../img/claude-opus-5.5-max/hong-kong/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Hong Kong · view 4 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.844</span><span class="gal-comp">Detailed 0.783 · Overview 0.822 · Physical 0.971</span><span class="gal-cost">$21.70</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/khs-house-of-baeryeom" data-caption="Claude Opus 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.844" href="../img/claude-opus-5.5-max/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.844" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/khs-house-of-baeryeom" data-caption="Claude Opus 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.844" href="../img/claude-opus-5.5-max/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.844" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/khs-house-of-baeryeom" data-caption="Claude Opus 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.844" href="../img/claude-opus-5.5-max/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.844" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/khs-house-of-baeryeom" data-caption="Claude Opus 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.844" href="../img/claude-opus-5.5-max/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.844" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.867</span><span class="gal-comp">Detailed 0.762 · Overview 0.859 · Physical 1.000</span><span class="gal-cost">$19.68</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/medieval-big-farm-town" data-caption="Claude Opus 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.867" href="../img/claude-opus-5.5-max/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.867" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/medieval-big-farm-town" data-caption="Claude Opus 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.867" href="../img/claude-opus-5.5-max/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.867" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/medieval-big-farm-town" data-caption="Claude Opus 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.867" href="../img/claude-opus-5.5-max/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.867" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/medieval-big-farm-town" data-caption="Claude Opus 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.867" href="../img/claude-opus-5.5-max/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.867" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.883</span><span class="gal-comp">Detailed 0.786 · Overview 0.901 · Physical 0.929</span><span class="gal-cost">$28.25</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/medieval-buildings-volume-1" data-caption="Claude Opus 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.883" href="../img/claude-opus-5.5-max/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/medieval-buildings-volume-1" data-caption="Claude Opus 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.883" href="../img/claude-opus-5.5-max/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/medieval-buildings-volume-1" data-caption="Claude Opus 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.883" href="../img/claude-opus-5.5-max/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/medieval-buildings-volume-1" data-caption="Claude Opus 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.883" href="../img/claude-opus-5.5-max/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.885</span><span class="gal-comp">Detailed 0.781 · Overview 0.893 · Physical 0.965</span><span class="gal-cost">$24.55</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/nordic-harbour" data-caption="Claude Opus 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.885" href="../img/claude-opus-5.5-max/nordic-harbour/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.885" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/nordic-harbour" data-caption="Claude Opus 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.885" href="../img/claude-opus-5.5-max/nordic-harbour/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.885" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/nordic-harbour" data-caption="Claude Opus 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.885" href="../img/claude-opus-5.5-max/nordic-harbour/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.885" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/nordic-harbour" data-caption="Claude Opus 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.885" href="../img/claude-opus-5.5-max/nordic-harbour/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.885" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.865</span><span class="gal-comp">Detailed 0.722 · Overview 0.901 · Physical 0.903</span><span class="gal-cost">$40.38</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/paris" data-caption="Claude Opus 5.5 (max) · Paris · view 1 of 4 · score 0.865" href="../img/claude-opus-5.5-max/paris/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Paris · view 1 of 4 · score 0.865" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/paris" data-caption="Claude Opus 5.5 (max) · Paris · view 2 of 4 · score 0.865" href="../img/claude-opus-5.5-max/paris/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Paris · view 2 of 4 · score 0.865" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/paris" data-caption="Claude Opus 5.5 (max) · Paris · view 3 of 4 · score 0.865" href="../img/claude-opus-5.5-max/paris/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Paris · view 3 of 4 · score 0.865" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/paris" data-caption="Claude Opus 5.5 (max) · Paris · view 4 of 4 · score 0.865" href="../img/claude-opus-5.5-max/paris/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Paris · view 4 of 4 · score 0.865" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.831</span><span class="gal-comp">Detailed 0.747 · Overview 0.807 · Physical 0.990</span><span class="gal-cost">$19.68</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.831" href="../img/claude-opus-5.5-max/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.831" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.831" href="../img/claude-opus-5.5-max/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.831" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.831" href="../img/claude-opus-5.5-max/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.831" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.831" href="../img/claude-opus-5.5-max/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.831" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.921</span><span class="gal-comp">Detailed 0.857 · Overview 0.918 · Physical 0.996</span><span class="gal-cost">$32.81</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/ruins" data-caption="Claude Opus 5.5 (max) · Ruins · view 1 of 4 · score 0.921" href="../img/claude-opus-5.5-max/ruins/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Ruins · view 1 of 4 · score 0.921" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/ruins" data-caption="Claude Opus 5.5 (max) · Ruins · view 2 of 4 · score 0.921" href="../img/claude-opus-5.5-max/ruins/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Ruins · view 2 of 4 · score 0.921" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/ruins" data-caption="Claude Opus 5.5 (max) · Ruins · view 3 of 4 · score 0.921" href="../img/claude-opus-5.5-max/ruins/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Ruins · view 3 of 4 · score 0.921" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/ruins" data-caption="Claude Opus 5.5 (max) · Ruins · view 4 of 4 · score 0.921" href="../img/claude-opus-5.5-max/ruins/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Ruins · view 4 of 4 · score 0.921" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.851</span><span class="gal-comp">Detailed 0.687 · Overview 0.866 · Physical 0.972</span><span class="gal-cost">$10.81</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/scifi-environment-offworld" data-caption="Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.851" href="../img/claude-opus-5.5-max/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.851" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/scifi-environment-offworld" data-caption="Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.851" href="../img/claude-opus-5.5-max/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.851" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/scifi-environment-offworld" data-caption="Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.851" href="../img/claude-opus-5.5-max/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.851" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/scifi-environment-offworld" data-caption="Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.851" href="../img/claude-opus-5.5-max/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.851" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.674</span><span class="gal-comp">Detailed 0.639 · Overview 0.577 · Physical 1.000</span><span class="gal-cost">$32.07</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/street-new-york" data-caption="Claude Opus 5.5 (max) · New York Street · view 1 of 4 · score 0.674" href="../img/claude-opus-5.5-max/street-new-york/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · New York Street · view 1 of 4 · score 0.674" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/street-new-york" data-caption="Claude Opus 5.5 (max) · New York Street · view 2 of 4 · score 0.674" href="../img/claude-opus-5.5-max/street-new-york/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · New York Street · view 2 of 4 · score 0.674" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/street-new-york" data-caption="Claude Opus 5.5 (max) · New York Street · view 3 of 4 · score 0.674" href="../img/claude-opus-5.5-max/street-new-york/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · New York Street · view 3 of 4 · score 0.674" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/street-new-york" data-caption="Claude Opus 5.5 (max) · New York Street · view 4 of 4 · score 0.674" href="../img/claude-opus-5.5-max/street-new-york/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · New York Street · view 4 of 4 · score 0.674" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.876</span><span class="gal-comp">Detailed 0.916 · Overview 0.825 · Physical 0.989</span><span class="gal-cost">$24.35</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/stylized-elven-valley" data-caption="Claude Opus 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.876" href="../img/claude-opus-5.5-max/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.876" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/stylized-elven-valley" data-caption="Claude Opus 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.876" href="../img/claude-opus-5.5-max/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.876" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/stylized-elven-valley" data-caption="Claude Opus 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.876" href="../img/claude-opus-5.5-max/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.876" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/stylized-elven-valley" data-caption="Claude Opus 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.876" href="../img/claude-opus-5.5-max/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.876" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.770</span><span class="gal-comp">Detailed 0.876 · Overview 0.824 · Physical 0.500</span><span class="gal-cost">$36.43</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/urban-decay" data-caption="Claude Opus 5.5 (max) · Urban Decay · view 1 of 4 · score 0.770" href="../img/claude-opus-5.5-max/urban-decay/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Urban Decay · view 1 of 4 · score 0.770" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/urban-decay" data-caption="Claude Opus 5.5 (max) · Urban Decay · view 2 of 4 · score 0.770" href="../img/claude-opus-5.5-max/urban-decay/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Urban Decay · view 2 of 4 · score 0.770" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/urban-decay" data-caption="Claude Opus 5.5 (max) · Urban Decay · view 3 of 4 · score 0.770" href="../img/claude-opus-5.5-max/urban-decay/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Urban Decay · view 3 of 4 · score 0.770" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/urban-decay" data-caption="Claude Opus 5.5 (max) · Urban Decay · view 4 of 4 · score 0.770" href="../img/claude-opus-5.5-max/urban-decay/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Urban Decay · view 4 of 4 · score 0.770" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.859</span><span class="gal-comp">Detailed 0.739 · Overview 0.852 · Physical 0.997</span><span class="gal-cost">$39.36</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="claude-opus-5.5-max/winter-town" data-caption="Claude Opus 5.5 (max) · Winter Town · view 1 of 4 · score 0.859" href="../img/claude-opus-5.5-max/winter-town/v0.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Winter Town · view 1 of 4 · score 0.859" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/winter-town" data-caption="Claude Opus 5.5 (max) · Winter Town · view 2 of 4 · score 0.859" href="../img/claude-opus-5.5-max/winter-town/v1.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Winter Town · view 2 of 4 · score 0.859" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/winter-town" data-caption="Claude Opus 5.5 (max) · Winter Town · view 3 of 4 · score 0.859" href="../img/claude-opus-5.5-max/winter-town/v2.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Winter Town · view 3 of 4 · score 0.859" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-opus-5.5-max/winter-town" data-caption="Claude Opus 5.5 (max) · Winter Town · view 4 of 4 · score 0.859" href="../img/claude-opus-5.5-max/winter-town/v3.webp?v=20261016t2s"><img alt="Claude Opus 5.5 (max) · Winter Town · view 4 of 4 · score 0.859" decoding="async" height="270" loading="lazy" src="../img/claude-opus-5.5-max/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="claude-sonnet-5.5-max.html">← Claude Sonnet 5.5 (max)</a><a href="claude-fable-5.1-max.html">Claude Fable 5.1 (max) →</a></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>Claude Sonnet 5.5 (max)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="#D97757" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Claude</title><path d="M4.709 15.955l4.72-2.647.08-.23-.08-.128H9.2l-.79-.048-2.698-.073-2.339-.097-2.266-.122-.571-.121L0 11.784l.055-.352.48-.321.686.06 1.52.103 2.278.158 1.652.097 2.449.255h.389l.055-.157-.134-.098-.103-.097-2.358-1.596-2.552-1.688-1.336-.972-.724-.491-.364-.462-.158-1.008.656-.722.881.06.225.061.893.686 1.908 1.476 2.491 1.833.365.304.145-.103.019-.073-.164-.274-1.355-2.446-1.446-2.49-.644-1.032-.17-.619a2.97 2.97 0 01-.104-.729L6.283.134 6.696 0l.996.134.42.364.62 1.414 1.002 2.229 1.555 3.03.456.898.243.832.091.255h.158V9.01l.128-1.706.237-2.095.23-2.695.08-.76.376-.91.747-.492.584.28.48.685-.067.444-.286 1.851-.559 2.903-.364 1.942h.212l.243-.242.985-1.306 1.652-2.064.73-.82.85-.904.547-.431h1.033l.76 1.129-.34 1.166-1.064 1.347-.881 1.142-1.264 1.7-.79 1.36.073.11.188-.02 2.856-.606 1.543-.28 1.841-.315.833.388.091.395-.328.807-1.969.486-2.309.462-3.439.813-.042.03.049.061 1.549.146.662.036h1.622l3.02.225.79.522.474.638-.079.485-1.215.62-1.64-.389-3.829-.91-1.312-.329h-.182v.11l1.093 1.068 2.006 1.81 2.509 2.33.127.578-.322.455-.34-.049-2.205-1.657-.851-.747-1.926-1.62h-.128v.17l.444.649 2.345 3.521.122 1.08-.17.353-.608.213-.668-.122-1.374-1.925-1.415-2.167-1.143-1.943-.14.08-.674 7.254-.316.37-.729.28-.607-.461-.322-.747.322-1.476.389-1.924.315-1.53.286-1.9.17-.632-.012-.042-.14.018-1.434 1.967-2.18 2.945-1.726 1.845-.414.164-.717-.37.067-.662.401-.589 2.388-3.036 1.44-1.882.93-1.086-.006-.158h-.055L4.132 18.56l-1.13.146-.487-.456.061-.746.231-.243 1.908-1.312-.006.006z"></path></svg></span>Claude Sonnet 5.5 (max)</h1><p class="section-desc">Anthropic · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>1 <span>of 15</span></b></div><div><small>Score</small><b>0.837</b></div><div><small>Detailed</small><b>0.803</b></div><div><small>Overview</small><b>0.812</b></div><div><small>Physical</small><b>0.945</b></div><div><small>Median cost</small><b>$26.93</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.869</span><span class="gal-comp">Detailed 0.828 · Overview 0.864 · Physical 0.924</span><span class="gal-cost">$21.28</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.869" href="../img/claude-sonnet-5.5-max/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.869" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.869" href="../img/claude-sonnet-5.5-max/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.869" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.869" href="../img/claude-sonnet-5.5-max/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.869" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/abandoned-psychiatric-hospital" data-caption="Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.869" href="../img/claude-sonnet-5.5-max/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.869" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.788</span><span class="gal-comp">Detailed 0.798 · Overview 0.729 · Physical 0.956</span><span class="gal-cost">$26.64</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/blue-city" data-caption="Claude Sonnet 5.5 (max) · Blue City · view 1 of 4 · score 0.788" href="../img/claude-sonnet-5.5-max/blue-city/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Blue City · view 1 of 4 · score 0.788" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/blue-city" data-caption="Claude Sonnet 5.5 (max) · Blue City · view 2 of 4 · score 0.788" href="../img/claude-sonnet-5.5-max/blue-city/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Blue City · view 2 of 4 · score 0.788" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/blue-city" data-caption="Claude Sonnet 5.5 (max) · Blue City · view 3 of 4 · score 0.788" href="../img/claude-sonnet-5.5-max/blue-city/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Blue City · view 3 of 4 · score 0.788" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/blue-city" data-caption="Claude Sonnet 5.5 (max) · Blue City · view 4 of 4 · score 0.788" href="../img/claude-sonnet-5.5-max/blue-city/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Blue City · view 4 of 4 · score 0.788" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.897</span><span class="gal-comp">Detailed 0.795 · Overview 0.897 · Physical 1.000</span><span class="gal-cost">$30.36</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/castleriver" data-caption="Claude Sonnet 5.5 (max) · Castle River · view 1 of 4 · score 0.897" href="../img/claude-sonnet-5.5-max/castleriver/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Castle River · view 1 of 4 · score 0.897" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/castleriver" data-caption="Claude Sonnet 5.5 (max) · Castle River · view 2 of 4 · score 0.897" href="../img/claude-sonnet-5.5-max/castleriver/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Castle River · view 2 of 4 · score 0.897" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/castleriver" data-caption="Claude Sonnet 5.5 (max) · Castle River · view 3 of 4 · score 0.897" href="../img/claude-sonnet-5.5-max/castleriver/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Castle River · view 3 of 4 · score 0.897" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/castleriver" data-caption="Claude Sonnet 5.5 (max) · Castle River · view 4 of 4 · score 0.897" href="../img/claude-sonnet-5.5-max/castleriver/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Castle River · view 4 of 4 · score 0.897" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.846</span><span class="gal-comp">Detailed 0.813 · Overview 0.805 · Physical 0.998</span><span class="gal-cost">$23.06</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/cyberpunk" data-caption="Claude Sonnet 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.846" href="../img/claude-sonnet-5.5-max/cyberpunk/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Cyberpunk · view 1 of 4 · score 0.846" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/cyberpunk" data-caption="Claude Sonnet 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.846" href="../img/claude-sonnet-5.5-max/cyberpunk/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Cyberpunk · view 2 of 4 · score 0.846" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/cyberpunk" data-caption="Claude Sonnet 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.846" href="../img/claude-sonnet-5.5-max/cyberpunk/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Cyberpunk · view 3 of 4 · score 0.846" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/cyberpunk" data-caption="Claude Sonnet 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.846" href="../img/claude-sonnet-5.5-max/cyberpunk/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Cyberpunk · view 4 of 4 · score 0.846" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.779</span><span class="gal-comp">Detailed 0.839 · Overview 0.784 · Physical 0.705</span><span class="gal-cost">$18.01</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/egyptian-temple" data-caption="Claude Sonnet 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.779" href="../img/claude-sonnet-5.5-max/egyptian-temple/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Egyptian Temple · view 1 of 4 · score 0.779" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/egyptian-temple" data-caption="Claude Sonnet 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.779" href="../img/claude-sonnet-5.5-max/egyptian-temple/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Egyptian Temple · view 2 of 4 · score 0.779" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/egyptian-temple" data-caption="Claude Sonnet 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.779" href="../img/claude-sonnet-5.5-max/egyptian-temple/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Egyptian Temple · view 3 of 4 · score 0.779" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/egyptian-temple" data-caption="Claude Sonnet 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.779" href="../img/claude-sonnet-5.5-max/egyptian-temple/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Egyptian Temple · view 4 of 4 · score 0.779" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.741</span><span class="gal-comp">Detailed 0.754 · Overview 0.692 · Physical 0.875</span><span class="gal-cost">$20.70</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/european-street-3d-scene" data-caption="Claude Sonnet 5.5 (max) · European Street · view 1 of 4 · score 0.741" href="../img/claude-sonnet-5.5-max/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · European Street · view 1 of 4 · score 0.741" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/european-street-3d-scene" data-caption="Claude Sonnet 5.5 (max) · European Street · view 2 of 4 · score 0.741" href="../img/claude-sonnet-5.5-max/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · European Street · view 2 of 4 · score 0.741" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/european-street-3d-scene" data-caption="Claude Sonnet 5.5 (max) · European Street · view 3 of 4 · score 0.741" href="../img/claude-sonnet-5.5-max/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · European Street · view 3 of 4 · score 0.741" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/european-street-3d-scene" data-caption="Claude Sonnet 5.5 (max) · European Street · view 4 of 4 · score 0.741" href="../img/claude-sonnet-5.5-max/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · European Street · view 4 of 4 · score 0.741" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.905</span><span class="gal-comp">Detailed 0.851 · Overview 0.891 · Physical 1.000</span><span class="gal-cost">$33.00</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/factory-environment" data-caption="Claude Sonnet 5.5 (max) · Factory Environment · view 1 of 4 · score 0.905" href="../img/claude-sonnet-5.5-max/factory-environment/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Factory Environment · view 1 of 4 · score 0.905" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/factory-environment" data-caption="Claude Sonnet 5.5 (max) · Factory Environment · view 2 of 4 · score 0.905" href="../img/claude-sonnet-5.5-max/factory-environment/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Factory Environment · view 2 of 4 · score 0.905" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/factory-environment" data-caption="Claude Sonnet 5.5 (max) · Factory Environment · view 3 of 4 · score 0.905" href="../img/claude-sonnet-5.5-max/factory-environment/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Factory Environment · view 3 of 4 · score 0.905" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/factory-environment" data-caption="Claude Sonnet 5.5 (max) · Factory Environment · view 4 of 4 · score 0.905" href="../img/claude-sonnet-5.5-max/factory-environment/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Factory Environment · view 4 of 4 · score 0.905" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.912</span><span class="gal-comp">Detailed 0.853 · Overview 0.918 · Physical 0.955</span><span class="gal-cost">$31.73</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/hong-kong" data-caption="Claude Sonnet 5.5 (max) · Hong Kong · view 1 of 4 · score 0.912" href="../img/claude-sonnet-5.5-max/hong-kong/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Hong Kong · view 1 of 4 · score 0.912" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/hong-kong" data-caption="Claude Sonnet 5.5 (max) · Hong Kong · view 2 of 4 · score 0.912" href="../img/claude-sonnet-5.5-max/hong-kong/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Hong Kong · view 2 of 4 · score 0.912" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/hong-kong" data-caption="Claude Sonnet 5.5 (max) · Hong Kong · view 3 of 4 · score 0.912" href="../img/claude-sonnet-5.5-max/hong-kong/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Hong Kong · view 3 of 4 · score 0.912" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/hong-kong" data-caption="Claude Sonnet 5.5 (max) · Hong Kong · view 4 of 4 · score 0.912" href="../img/claude-sonnet-5.5-max/hong-kong/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Hong Kong · view 4 of 4 · score 0.912" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.811</span><span class="gal-comp">Detailed 0.755 · Overview 0.863 · Physical 0.712</span><span class="gal-cost">$16.34</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/khs-house-of-baeryeom" data-caption="Claude Sonnet 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.811" href="../img/claude-sonnet-5.5-max/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · House of Baeryeom · view 1 of 4 · score 0.811" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/khs-house-of-baeryeom" data-caption="Claude Sonnet 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.811" href="../img/claude-sonnet-5.5-max/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · House of Baeryeom · view 2 of 4 · score 0.811" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/khs-house-of-baeryeom" data-caption="Claude Sonnet 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.811" href="../img/claude-sonnet-5.5-max/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · House of Baeryeom · view 3 of 4 · score 0.811" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/khs-house-of-baeryeom" data-caption="Claude Sonnet 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.811" href="../img/claude-sonnet-5.5-max/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · House of Baeryeom · view 4 of 4 · score 0.811" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.842</span><span class="gal-comp">Detailed 0.747 · Overview 0.822 · Physical 1.000</span><span class="gal-cost">$39.46</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/medieval-big-farm-town" data-caption="Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.842" href="../img/claude-sonnet-5.5-max/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.842" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/medieval-big-farm-town" data-caption="Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.842" href="../img/claude-sonnet-5.5-max/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.842" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/medieval-big-farm-town" data-caption="Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.842" href="../img/claude-sonnet-5.5-max/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.842" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/medieval-big-farm-town" data-caption="Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.842" href="../img/claude-sonnet-5.5-max/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.842" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.856</span><span class="gal-comp">Detailed 0.718 · Overview 0.855 · Physical 1.000</span><span class="gal-cost">$27.22</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/medieval-buildings-volume-1" data-caption="Claude Sonnet 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.856" href="../img/claude-sonnet-5.5-max/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Medieval Buildings · view 1 of 4 · score 0.856" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/medieval-buildings-volume-1" data-caption="Claude Sonnet 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.856" href="../img/claude-sonnet-5.5-max/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Medieval Buildings · view 2 of 4 · score 0.856" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/medieval-buildings-volume-1" data-caption="Claude Sonnet 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.856" href="../img/claude-sonnet-5.5-max/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Medieval Buildings · view 3 of 4 · score 0.856" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/medieval-buildings-volume-1" data-caption="Claude Sonnet 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.856" href="../img/claude-sonnet-5.5-max/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Medieval Buildings · view 4 of 4 · score 0.856" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.870</span><span class="gal-comp">Detailed 0.677 · Overview 0.893 · Physical 0.994</span><span class="gal-cost">$31.99</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/nordic-harbour" data-caption="Claude Sonnet 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.870" href="../img/claude-sonnet-5.5-max/nordic-harbour/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Nordic Harbour · view 1 of 4 · score 0.870" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/nordic-harbour" data-caption="Claude Sonnet 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.870" href="../img/claude-sonnet-5.5-max/nordic-harbour/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Nordic Harbour · view 2 of 4 · score 0.870" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/nordic-harbour" data-caption="Claude Sonnet 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.870" href="../img/claude-sonnet-5.5-max/nordic-harbour/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Nordic Harbour · view 3 of 4 · score 0.870" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/nordic-harbour" data-caption="Claude Sonnet 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.870" href="../img/claude-sonnet-5.5-max/nordic-harbour/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Nordic Harbour · view 4 of 4 · score 0.870" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.842</span><span class="gal-comp">Detailed 0.784 · Overview 0.818 · Physical 0.973</span><span class="gal-cost">$46.56</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/paris" data-caption="Claude Sonnet 5.5 (max) · Paris · view 1 of 4 · score 0.842" href="../img/claude-sonnet-5.5-max/paris/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Paris · view 1 of 4 · score 0.842" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/paris" data-caption="Claude Sonnet 5.5 (max) · Paris · view 2 of 4 · score 0.842" href="../img/claude-sonnet-5.5-max/paris/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Paris · view 2 of 4 · score 0.842" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/paris" data-caption="Claude Sonnet 5.5 (max) · Paris · view 3 of 4 · score 0.842" href="../img/claude-sonnet-5.5-max/paris/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Paris · view 3 of 4 · score 0.842" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/paris" data-caption="Claude Sonnet 5.5 (max) · Paris · view 4 of 4 · score 0.842" href="../img/claude-sonnet-5.5-max/paris/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Paris · view 4 of 4 · score 0.842" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.755</span><span class="gal-comp">Detailed 0.811 · Overview 0.658 · Physical 0.990</span><span class="gal-cost">$15.95</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.755" href="../img/claude-sonnet-5.5-max/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.755" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.755" href="../img/claude-sonnet-5.5-max/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.755" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.755" href="../img/claude-sonnet-5.5-max/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.755" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/post-apocalyptic-stylized-market" data-caption="Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.755" href="../img/claude-sonnet-5.5-max/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.755" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.870</span><span class="gal-comp">Detailed 0.852 · Overview 0.882 · Physical 0.850</span><span class="gal-cost">$30.89</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/ruins" data-caption="Claude Sonnet 5.5 (max) · Ruins · view 1 of 4 · score 0.870" href="../img/claude-sonnet-5.5-max/ruins/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Ruins · view 1 of 4 · score 0.870" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/ruins" data-caption="Claude Sonnet 5.5 (max) · Ruins · view 2 of 4 · score 0.870" href="../img/claude-sonnet-5.5-max/ruins/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Ruins · view 2 of 4 · score 0.870" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/ruins" data-caption="Claude Sonnet 5.5 (max) · Ruins · view 3 of 4 · score 0.870" href="../img/claude-sonnet-5.5-max/ruins/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Ruins · view 3 of 4 · score 0.870" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/ruins" data-caption="Claude Sonnet 5.5 (max) · Ruins · view 4 of 4 · score 0.870" href="../img/claude-sonnet-5.5-max/ruins/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Ruins · view 4 of 4 · score 0.870" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.883</span><span class="gal-comp">Detailed 0.783 · Overview 0.878 · Physical 1.000</span><span class="gal-cost">$25.54</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/scifi-environment-offworld" data-caption="Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.883" href="../img/claude-sonnet-5.5-max/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/scifi-environment-offworld" data-caption="Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.883" href="../img/claude-sonnet-5.5-max/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/scifi-environment-offworld" data-caption="Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.883" href="../img/claude-sonnet-5.5-max/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/scifi-environment-offworld" data-caption="Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.883" href="../img/claude-sonnet-5.5-max/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.883" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.633</span><span class="gal-comp">Detailed 0.766 · Overview 0.471 · Physical 0.986</span><span class="gal-cost">$25.76</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/street-new-york" data-caption="Claude Sonnet 5.5 (max) · New York Street · view 1 of 4 · score 0.633" href="../img/claude-sonnet-5.5-max/street-new-york/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · New York Street · view 1 of 4 · score 0.633" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/street-new-york" data-caption="Claude Sonnet 5.5 (max) · New York Street · view 2 of 4 · score 0.633" href="../img/claude-sonnet-5.5-max/street-new-york/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · New York Street · view 2 of 4 · score 0.633" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/street-new-york" data-caption="Claude Sonnet 5.5 (max) · New York Street · view 3 of 4 · score 0.633" href="../img/claude-sonnet-5.5-max/street-new-york/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · New York Street · view 3 of 4 · score 0.633" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/street-new-york" data-caption="Claude Sonnet 5.5 (max) · New York Street · view 4 of 4 · score 0.633" href="../img/claude-sonnet-5.5-max/street-new-york/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · New York Street · view 4 of 4 · score 0.633" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.942</span><span class="gal-comp">Detailed 0.952 · Overview 0.920 · Physical 1.000</span><span class="gal-cost">$31.96</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/stylized-elven-valley" data-caption="Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.942" href="../img/claude-sonnet-5.5-max/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 1 of 4 · score 0.942" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/stylized-elven-valley" data-caption="Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.942" href="../img/claude-sonnet-5.5-max/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 2 of 4 · score 0.942" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/stylized-elven-valley" data-caption="Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.942" href="../img/claude-sonnet-5.5-max/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 3 of 4 · score 0.942" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/stylized-elven-valley" data-caption="Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.942" href="../img/claude-sonnet-5.5-max/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Stylized Elven Valley · view 4 of 4 · score 0.942" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.822</span><span class="gal-comp">Detailed 0.906 · Overview 0.735 · Physical 0.998</span><span class="gal-cost">$20.47</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/urban-decay" data-caption="Claude Sonnet 5.5 (max) · Urban Decay · view 1 of 4 · score 0.822" href="../img/claude-sonnet-5.5-max/urban-decay/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Urban Decay · view 1 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/urban-decay" data-caption="Claude Sonnet 5.5 (max) · Urban Decay · view 2 of 4 · score 0.822" href="../img/claude-sonnet-5.5-max/urban-decay/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Urban Decay · view 2 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/urban-decay" data-caption="Claude Sonnet 5.5 (max) · Urban Decay · view 3 of 4 · score 0.822" href="../img/claude-sonnet-5.5-max/urban-decay/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Urban Decay · view 3 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/urban-decay" data-caption="Claude Sonnet 5.5 (max) · Urban Decay · view 4 of 4 · score 0.822" href="../img/claude-sonnet-5.5-max/urban-decay/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Urban Decay · view 4 of 4 · score 0.822" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.875</span><span class="gal-comp">Detailed 0.770 · Overview 0.871 · Physical 0.994</span><span class="gal-cost">$43.26</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="claude-sonnet-5.5-max/winter-town" data-caption="Claude Sonnet 5.5 (max) · Winter Town · view 1 of 4 · score 0.875" href="../img/claude-sonnet-5.5-max/winter-town/v0.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Winter Town · view 1 of 4 · score 0.875" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/winter-town" data-caption="Claude Sonnet 5.5 (max) · Winter Town · view 2 of 4 · score 0.875" href="../img/claude-sonnet-5.5-max/winter-town/v1.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Winter Town · view 2 of 4 · score 0.875" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/winter-town" data-caption="Claude Sonnet 5.5 (max) · Winter Town · view 3 of 4 · score 0.875" href="../img/claude-sonnet-5.5-max/winter-town/v2.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Winter Town · view 3 of 4 · score 0.875" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="claude-sonnet-5.5-max/winter-town" data-caption="Claude Sonnet 5.5 (max) · Winter Town · view 4 of 4 · score 0.875" href="../img/claude-sonnet-5.5-max/winter-town/v3.webp?v=20261016t2s"><img alt="Claude Sonnet 5.5 (max) · Winter Town · view 4 of 4 · score 0.875" decoding="async" height="270" loading="lazy" src="../img/claude-sonnet-5.5-max/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><span></span><a href="claude-opus-5.5-max.html">Claude Opus 5.5 (max) →</a></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>DeepSeek V4.1 Flash (max)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="#4D6BFE" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>DeepSeek</title><path d="M23.748 4.482c-.254-.124-.364.113-.512.234-.051.039-.094.09-.137.136-.372.397-.806.657-1.373.626-.829-.046-1.537.214-2.163.848-.133-.782-.575-1.248-1.247-1.548-.352-.156-.708-.311-.955-.65-.172-.241-.219-.51-.305-.774-.055-.16-.11-.323-.293-.35-.2-.031-.278.136-.356.276-.313.572-.434 1.202-.422 1.84.027 1.436.633 2.58 1.838 3.393.137.093.172.187.129.323-.082.28-.18.552-.266.833-.055.179-.137.217-.329.14a5.526 5.526 0 01-1.736-1.18c-.857-.828-1.631-1.742-2.597-2.458a11.365 11.365 0 00-.689-.471c-.985-.957.13-1.743.388-1.836.27-.098.093-.432-.779-.428-.872.004-1.67.295-2.687.684a3.055 3.055 0 01-.465.137 9.597 9.597 0 00-2.883-.102c-1.885.21-3.39 1.102-4.497 2.623C.082 8.606-.231 10.684.152 12.85c.403 2.284 1.569 4.175 3.36 5.653 1.858 1.533 3.997 2.284 6.438 2.14 1.482-.085 3.133-.284 4.994-1.86.47.234.962.327 1.78.397.63.059 1.236-.03 1.705-.128.735-.156.684-.837.419-.961-2.155-1.004-1.682-.595-2.113-.926 1.096-1.296 2.746-2.642 3.392-7.003.05-.347.007-.565 0-.845-.004-.17.035-.237.23-.256a4.173 4.173 0 001.545-.475c1.396-.763 1.96-2.015 2.093-3.517.02-.23-.004-.467-.247-.588zM11.581 18c-2.089-1.642-3.102-2.183-3.52-2.16-.392.024-.321.471-.235.763.09.288.207.486.371.739.114.167.192.416-.113.603-.673.416-1.842-.14-1.897-.167-1.361-.802-2.5-1.86-3.301-3.307-.774-1.393-1.224-2.887-1.298-4.482-.02-.386.093-.522.477-.592a4.696 4.696 0 011.529-.039c2.132.312 3.946 1.265 5.468 2.774.868.86 1.525 1.887 2.202 2.891.72 1.066 1.494 2.082 2.48 2.914.348.292.625.514.891.677-.802.09-2.14.11-3.054-.614zm1-6.44a.306.306 0 01.415-.287.302.302 0 01.2.288.306.306 0 01-.31.307.303.303 0 01-.304-.308zm3.11 1.596c-.2.081-.399.151-.59.16a1.245 1.245 0 01-.798-.254c-.274-.23-.47-.358-.552-.758a1.73 1.73 0 01.016-.588c.07-.327-.008-.537-.239-.727-.187-.156-.426-.199-.688-.199a.559.559 0 01-.254-.078c-.11-.054-.2-.19-.114-.358.028-.054.16-.186.192-.21.356-.202.767-.136 1.146.016.352.144.618.408 1.001.782.391.451.462.576.685.914.176.265.336.537.445.848.067.195-.019.354-.25.452z"></path></svg></span>DeepSeek V4.1 Flash (max)</h1><p class="section-desc">DeepSeek · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>15 <span>of 15</span></b></div><div><small>Score</small><b>0.366</b></div><div><small>Detailed</small><b>0.343</b></div><div><small>Overview</small><b>0.321</b></div><div><small>Physical</small><b>0.526</b></div><div><small>Median cost</small><b>$0.35</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.000</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.000</span><span class="gal-cost">$0.49</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/abandoned-psychiatric-hospital" data-caption="DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.000" href="../img/deepseek-v4.1-flash-max/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/abandoned-psychiatric-hospital" data-caption="DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.000" href="../img/deepseek-v4.1-flash-max/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/abandoned-psychiatric-hospital" data-caption="DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.000" href="../img/deepseek-v4.1-flash-max/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/abandoned-psychiatric-hospital" data-caption="DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.000" href="../img/deepseek-v4.1-flash-max/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.137</span><span class="gal-comp">Detailed 0.172 · Overview 0.060 · Physical 0.333</span><span class="gal-cost">$0.73</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/blue-city" data-caption="DeepSeek V4.1 Flash (max) · Blue City · view 1 of 4 · score 0.137" href="../img/deepseek-v4.1-flash-max/blue-city/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Blue City · view 1 of 4 · score 0.137" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/blue-city" data-caption="DeepSeek V4.1 Flash (max) · Blue City · view 2 of 4 · score 0.137" href="../img/deepseek-v4.1-flash-max/blue-city/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Blue City · view 2 of 4 · score 0.137" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/blue-city" data-caption="DeepSeek V4.1 Flash (max) · Blue City · view 3 of 4 · score 0.137" href="../img/deepseek-v4.1-flash-max/blue-city/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Blue City · view 3 of 4 · score 0.137" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/blue-city" data-caption="DeepSeek V4.1 Flash (max) · Blue City · view 4 of 4 · score 0.137" href="../img/deepseek-v4.1-flash-max/blue-city/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Blue City · view 4 of 4 · score 0.137" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.574</span><span class="gal-comp">Detailed 0.638 · Overview 0.658 · Physical 0.257</span><span class="gal-cost">$0.84</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/castleriver" data-caption="DeepSeek V4.1 Flash (max) · Castle River · view 1 of 4 · score 0.574" href="../img/deepseek-v4.1-flash-max/castleriver/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Castle River · view 1 of 4 · score 0.574" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/castleriver" data-caption="DeepSeek V4.1 Flash (max) · Castle River · view 2 of 4 · score 0.574" href="../img/deepseek-v4.1-flash-max/castleriver/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Castle River · view 2 of 4 · score 0.574" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/castleriver" data-caption="DeepSeek V4.1 Flash (max) · Castle River · view 3 of 4 · score 0.574" href="../img/deepseek-v4.1-flash-max/castleriver/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Castle River · view 3 of 4 · score 0.574" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/castleriver" data-caption="DeepSeek V4.1 Flash (max) · Castle River · view 4 of 4 · score 0.574" href="../img/deepseek-v4.1-flash-max/castleriver/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Castle River · view 4 of 4 · score 0.574" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.086</span><span class="gal-comp">Detailed 0.250 · Overview 0.060 · Physical 0.000</span><span class="gal-cost">$0.84</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/cyberpunk" data-caption="DeepSeek V4.1 Flash (max) · Cyberpunk · view 1 of 4 · score 0.086" href="../img/deepseek-v4.1-flash-max/cyberpunk/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Cyberpunk · view 1 of 4 · score 0.086" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/cyberpunk" data-caption="DeepSeek V4.1 Flash (max) · Cyberpunk · view 2 of 4 · score 0.086" href="../img/deepseek-v4.1-flash-max/cyberpunk/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Cyberpunk · view 2 of 4 · score 0.086" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/cyberpunk" data-caption="DeepSeek V4.1 Flash (max) · Cyberpunk · view 3 of 4 · score 0.086" href="../img/deepseek-v4.1-flash-max/cyberpunk/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Cyberpunk · view 3 of 4 · score 0.086" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/cyberpunk" data-caption="DeepSeek V4.1 Flash (max) · Cyberpunk · view 4 of 4 · score 0.086" href="../img/deepseek-v4.1-flash-max/cyberpunk/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Cyberpunk · view 4 of 4 · score 0.086" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.051</span><span class="gal-comp">Detailed 0.078 · Overview 0.060 · Physical 0.000</span><span class="gal-cost">$0.35</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/egyptian-temple" data-caption="DeepSeek V4.1 Flash (max) · Egyptian Temple · view 1 of 4 · score 0.051" href="../img/deepseek-v4.1-flash-max/egyptian-temple/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Egyptian Temple · view 1 of 4 · score 0.051" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/egyptian-temple" data-caption="DeepSeek V4.1 Flash (max) · Egyptian Temple · view 2 of 4 · score 0.051" href="../img/deepseek-v4.1-flash-max/egyptian-temple/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Egyptian Temple · view 2 of 4 · score 0.051" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/egyptian-temple" data-caption="DeepSeek V4.1 Flash (max) · Egyptian Temple · view 3 of 4 · score 0.051" href="../img/deepseek-v4.1-flash-max/egyptian-temple/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Egyptian Temple · view 3 of 4 · score 0.051" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/egyptian-temple" data-caption="DeepSeek V4.1 Flash (max) · Egyptian Temple · view 4 of 4 · score 0.051" href="../img/deepseek-v4.1-flash-max/egyptian-temple/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Egyptian Temple · view 4 of 4 · score 0.051" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.031</span><span class="gal-comp">Detailed 0.081 · Overview 0.026 · Physical 0.000</span><span class="gal-cost">$0.34</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/european-street-3d-scene" data-caption="DeepSeek V4.1 Flash (max) · European Street · view 1 of 4 · score 0.031" href="../img/deepseek-v4.1-flash-max/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · European Street · view 1 of 4 · score 0.031" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/european-street-3d-scene" data-caption="DeepSeek V4.1 Flash (max) · European Street · view 2 of 4 · score 0.031" href="../img/deepseek-v4.1-flash-max/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · European Street · view 2 of 4 · score 0.031" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/european-street-3d-scene" data-caption="DeepSeek V4.1 Flash (max) · European Street · view 3 of 4 · score 0.031" href="../img/deepseek-v4.1-flash-max/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · European Street · view 3 of 4 · score 0.031" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/european-street-3d-scene" data-caption="DeepSeek V4.1 Flash (max) · European Street · view 4 of 4 · score 0.031" href="../img/deepseek-v4.1-flash-max/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · European Street · view 4 of 4 · score 0.031" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.266</span><span class="gal-comp">Detailed 0.155 · Overview 0.132 · Physical 0.779</span><span class="gal-cost">$0.16</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/factory-environment" data-caption="DeepSeek V4.1 Flash (max) · Factory Environment · view 1 of 4 · score 0.266" href="../img/deepseek-v4.1-flash-max/factory-environment/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Factory Environment · view 1 of 4 · score 0.266" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/factory-environment" data-caption="DeepSeek V4.1 Flash (max) · Factory Environment · view 2 of 4 · score 0.266" href="../img/deepseek-v4.1-flash-max/factory-environment/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Factory Environment · view 2 of 4 · score 0.266" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/factory-environment" data-caption="DeepSeek V4.1 Flash (max) · Factory Environment · view 3 of 4 · score 0.266" href="../img/deepseek-v4.1-flash-max/factory-environment/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Factory Environment · view 3 of 4 · score 0.266" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/factory-environment" data-caption="DeepSeek V4.1 Flash (max) · Factory Environment · view 4 of 4 · score 0.266" href="../img/deepseek-v4.1-flash-max/factory-environment/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Factory Environment · view 4 of 4 · score 0.266" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.578</span><span class="gal-comp">Detailed 0.719 · Overview 0.599 · Physical 0.371</span><span class="gal-cost">$0.26</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/hong-kong" data-caption="DeepSeek V4.1 Flash (max) · Hong Kong · view 1 of 4 · score 0.578" href="../img/deepseek-v4.1-flash-max/hong-kong/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Hong Kong · view 1 of 4 · score 0.578" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/hong-kong" data-caption="DeepSeek V4.1 Flash (max) · Hong Kong · view 2 of 4 · score 0.578" href="../img/deepseek-v4.1-flash-max/hong-kong/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Hong Kong · view 2 of 4 · score 0.578" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/hong-kong" data-caption="DeepSeek V4.1 Flash (max) · Hong Kong · view 3 of 4 · score 0.578" href="../img/deepseek-v4.1-flash-max/hong-kong/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Hong Kong · view 3 of 4 · score 0.578" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/hong-kong" data-caption="DeepSeek V4.1 Flash (max) · Hong Kong · view 4 of 4 · score 0.578" href="../img/deepseek-v4.1-flash-max/hong-kong/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Hong Kong · view 4 of 4 · score 0.578" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.634</span><span class="gal-comp">Detailed 0.634 · Overview 0.732 · Physical 0.343</span><span class="gal-cost">$0.33</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/khs-house-of-baeryeom" data-caption="DeepSeek V4.1 Flash (max) · House of Baeryeom · view 1 of 4 · score 0.634" href="../img/deepseek-v4.1-flash-max/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · House of Baeryeom · view 1 of 4 · score 0.634" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/khs-house-of-baeryeom" data-caption="DeepSeek V4.1 Flash (max) · House of Baeryeom · view 2 of 4 · score 0.634" href="../img/deepseek-v4.1-flash-max/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · House of Baeryeom · view 2 of 4 · score 0.634" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/khs-house-of-baeryeom" data-caption="DeepSeek V4.1 Flash (max) · House of Baeryeom · view 3 of 4 · score 0.634" href="../img/deepseek-v4.1-flash-max/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · House of Baeryeom · view 3 of 4 · score 0.634" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/khs-house-of-baeryeom" data-caption="DeepSeek V4.1 Flash (max) · House of Baeryeom · view 4 of 4 · score 0.634" href="../img/deepseek-v4.1-flash-max/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · House of Baeryeom · view 4 of 4 · score 0.634" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.682</span><span class="gal-comp">Detailed 0.513 · Overview 0.664 · Physical 0.902</span><span class="gal-cost">$0.69</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/medieval-big-farm-town" data-caption="DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 1 of 4 · score 0.682" href="../img/deepseek-v4.1-flash-max/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 1 of 4 · score 0.682" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/medieval-big-farm-town" data-caption="DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 2 of 4 · score 0.682" href="../img/deepseek-v4.1-flash-max/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 2 of 4 · score 0.682" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/medieval-big-farm-town" data-caption="DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 3 of 4 · score 0.682" href="../img/deepseek-v4.1-flash-max/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 3 of 4 · score 0.682" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/medieval-big-farm-town" data-caption="DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 4 of 4 · score 0.682" href="../img/deepseek-v4.1-flash-max/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Medieval Big Farm Town · view 4 of 4 · score 0.682" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.644</span><span class="gal-comp">Detailed 0.666 · Overview 0.671 · Physical 0.544</span><span class="gal-cost">$0.81</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/medieval-buildings-volume-1" data-caption="DeepSeek V4.1 Flash (max) · Medieval Buildings · view 1 of 4 · score 0.644" href="../img/deepseek-v4.1-flash-max/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Medieval Buildings · view 1 of 4 · score 0.644" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/medieval-buildings-volume-1" data-caption="DeepSeek V4.1 Flash (max) · Medieval Buildings · view 2 of 4 · score 0.644" href="../img/deepseek-v4.1-flash-max/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Medieval Buildings · view 2 of 4 · score 0.644" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/medieval-buildings-volume-1" data-caption="DeepSeek V4.1 Flash (max) · Medieval Buildings · view 3 of 4 · score 0.644" href="../img/deepseek-v4.1-flash-max/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Medieval Buildings · view 3 of 4 · score 0.644" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/medieval-buildings-volume-1" data-caption="DeepSeek V4.1 Flash (max) · Medieval Buildings · view 4 of 4 · score 0.644" href="../img/deepseek-v4.1-flash-max/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Medieval Buildings · view 4 of 4 · score 0.644" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.144</span><span class="gal-comp">Detailed 0.071 · Overview 0.050 · Physical 0.500</span><span class="gal-cost">$0.20</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/nordic-harbour" data-caption="DeepSeek V4.1 Flash (max) · Nordic Harbour · view 1 of 4 · score 0.144" href="../img/deepseek-v4.1-flash-max/nordic-harbour/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Nordic Harbour · view 1 of 4 · score 0.144" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/nordic-harbour" data-caption="DeepSeek V4.1 Flash (max) · Nordic Harbour · view 2 of 4 · score 0.144" href="../img/deepseek-v4.1-flash-max/nordic-harbour/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Nordic Harbour · view 2 of 4 · score 0.144" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/nordic-harbour" data-caption="DeepSeek V4.1 Flash (max) · Nordic Harbour · view 3 of 4 · score 0.144" href="../img/deepseek-v4.1-flash-max/nordic-harbour/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Nordic Harbour · view 3 of 4 · score 0.144" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/nordic-harbour" data-caption="DeepSeek V4.1 Flash (max) · Nordic Harbour · view 4 of 4 · score 0.144" href="../img/deepseek-v4.1-flash-max/nordic-harbour/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Nordic Harbour · view 4 of 4 · score 0.144" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.350</span><span class="gal-comp">Detailed 0.225 · Overview 0.281 · Physical 0.684</span><span class="gal-cost">$0.31</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/paris" data-caption="DeepSeek V4.1 Flash (max) · Paris · view 1 of 4 · score 0.350" href="../img/deepseek-v4.1-flash-max/paris/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Paris · view 1 of 4 · score 0.350" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/paris" data-caption="DeepSeek V4.1 Flash (max) · Paris · view 2 of 4 · score 0.350" href="../img/deepseek-v4.1-flash-max/paris/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Paris · view 2 of 4 · score 0.350" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/paris" data-caption="DeepSeek V4.1 Flash (max) · Paris · view 3 of 4 · score 0.350" href="../img/deepseek-v4.1-flash-max/paris/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Paris · view 3 of 4 · score 0.350" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/paris" data-caption="DeepSeek V4.1 Flash (max) · Paris · view 4 of 4 · score 0.350" href="../img/deepseek-v4.1-flash-max/paris/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Paris · view 4 of 4 · score 0.350" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.431</span><span class="gal-comp">Detailed 0.237 · Overview 0.307 · Physical 1.000</span><span class="gal-cost">$0.43</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/post-apocalyptic-stylized-market" data-caption="DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.431" href="../img/deepseek-v4.1-flash-max/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.431" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/post-apocalyptic-stylized-market" data-caption="DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.431" href="../img/deepseek-v4.1-flash-max/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.431" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/post-apocalyptic-stylized-market" data-caption="DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.431" href="../img/deepseek-v4.1-flash-max/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.431" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/post-apocalyptic-stylized-market" data-caption="DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.431" href="../img/deepseek-v4.1-flash-max/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.431" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.080</span><span class="gal-comp">Detailed 0.160 · Overview 0.080 · Physical 0.000</span><span class="gal-cost">$0.30</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/ruins" data-caption="DeepSeek V4.1 Flash (max) · Ruins · view 1 of 4 · score 0.080" href="../img/deepseek-v4.1-flash-max/ruins/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Ruins · view 1 of 4 · score 0.080" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/ruins" data-caption="DeepSeek V4.1 Flash (max) · Ruins · view 2 of 4 · score 0.080" href="../img/deepseek-v4.1-flash-max/ruins/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Ruins · view 2 of 4 · score 0.080" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/ruins" data-caption="DeepSeek V4.1 Flash (max) · Ruins · view 3 of 4 · score 0.080" href="../img/deepseek-v4.1-flash-max/ruins/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Ruins · view 3 of 4 · score 0.080" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/ruins" data-caption="DeepSeek V4.1 Flash (max) · Ruins · view 4 of 4 · score 0.080" href="../img/deepseek-v4.1-flash-max/ruins/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Ruins · view 4 of 4 · score 0.080" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.812</span><span class="gal-comp">Detailed 0.812 · Overview 0.749 · Physical 1.000</span><span class="gal-cost">$0.68</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/scifi-environment-offworld" data-caption="DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.812" href="../img/deepseek-v4.1-flash-max/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/scifi-environment-offworld" data-caption="DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.812" href="../img/deepseek-v4.1-flash-max/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/scifi-environment-offworld" data-caption="DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.812" href="../img/deepseek-v4.1-flash-max/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/scifi-environment-offworld" data-caption="DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.812" href="../img/deepseek-v4.1-flash-max/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.524</span><span class="gal-comp">Detailed 0.444 · Overview 0.432 · Physical 0.881</span><span class="gal-cost">$0.17</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/street-new-york" data-caption="DeepSeek V4.1 Flash (max) · New York Street · view 1 of 4 · score 0.524" href="../img/deepseek-v4.1-flash-max/street-new-york/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · New York Street · view 1 of 4 · score 0.524" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/street-new-york" data-caption="DeepSeek V4.1 Flash (max) · New York Street · view 2 of 4 · score 0.524" href="../img/deepseek-v4.1-flash-max/street-new-york/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · New York Street · view 2 of 4 · score 0.524" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/street-new-york" data-caption="DeepSeek V4.1 Flash (max) · New York Street · view 3 of 4 · score 0.524" href="../img/deepseek-v4.1-flash-max/street-new-york/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · New York Street · view 3 of 4 · score 0.524" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/street-new-york" data-caption="DeepSeek V4.1 Flash (max) · New York Street · view 4 of 4 · score 0.524" href="../img/deepseek-v4.1-flash-max/street-new-york/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · New York Street · view 4 of 4 · score 0.524" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.290</span><span class="gal-comp">Detailed 0.273 · Overview 0.060 · Physical 1.000</span><span class="gal-cost">$0.34</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/stylized-elven-valley" data-caption="DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 1 of 4 · score 0.290" href="../img/deepseek-v4.1-flash-max/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 1 of 4 · score 0.290" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/stylized-elven-valley" data-caption="DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 2 of 4 · score 0.290" href="../img/deepseek-v4.1-flash-max/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 2 of 4 · score 0.290" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/stylized-elven-valley" data-caption="DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 3 of 4 · score 0.290" href="../img/deepseek-v4.1-flash-max/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 3 of 4 · score 0.290" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/stylized-elven-valley" data-caption="DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 4 of 4 · score 0.290" href="../img/deepseek-v4.1-flash-max/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Stylized Elven Valley · view 4 of 4 · score 0.290" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.729</span><span class="gal-comp">Detailed 0.535 · Overview 0.706 · Physical 0.994</span><span class="gal-cost">$0.74</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/urban-decay" data-caption="DeepSeek V4.1 Flash (max) · Urban Decay · view 1 of 4 · score 0.729" href="../img/deepseek-v4.1-flash-max/urban-decay/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Urban Decay · view 1 of 4 · score 0.729" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/urban-decay" data-caption="DeepSeek V4.1 Flash (max) · Urban Decay · view 2 of 4 · score 0.729" href="../img/deepseek-v4.1-flash-max/urban-decay/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Urban Decay · view 2 of 4 · score 0.729" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/urban-decay" data-caption="DeepSeek V4.1 Flash (max) · Urban Decay · view 3 of 4 · score 0.729" href="../img/deepseek-v4.1-flash-max/urban-decay/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Urban Decay · view 3 of 4 · score 0.729" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/urban-decay" data-caption="DeepSeek V4.1 Flash (max) · Urban Decay · view 4 of 4 · score 0.729" href="../img/deepseek-v4.1-flash-max/urban-decay/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Urban Decay · view 4 of 4 · score 0.729" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.281</span><span class="gal-comp">Detailed 0.193 · Overview 0.094 · Physical 0.928</span><span class="gal-cost">$0.32</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="deepseek-v4.1-flash-max/winter-town" data-caption="DeepSeek V4.1 Flash (max) · Winter Town · view 1 of 4 · score 0.281" href="../img/deepseek-v4.1-flash-max/winter-town/v0.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Winter Town · view 1 of 4 · score 0.281" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/winter-town" data-caption="DeepSeek V4.1 Flash (max) · Winter Town · view 2 of 4 · score 0.281" href="../img/deepseek-v4.1-flash-max/winter-town/v1.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Winter Town · view 2 of 4 · score 0.281" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/winter-town" data-caption="DeepSeek V4.1 Flash (max) · Winter Town · view 3 of 4 · score 0.281" href="../img/deepseek-v4.1-flash-max/winter-town/v2.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Winter Town · view 3 of 4 · score 0.281" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="deepseek-v4.1-flash-max/winter-town" data-caption="DeepSeek V4.1 Flash (max) · Winter Town · view 4 of 4 · score 0.281" href="../img/deepseek-v4.1-flash-max/winter-town/v3.webp?v=20261016t2s"><img alt="DeepSeek V4.1 Flash (max) · Winter Town · view 4 of 4 · score 0.281" decoding="async" height="270" loading="lazy" src="../img/deepseek-v4.1-flash-max/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="grok-4.7-xhigh.html">← Grok 4.7 (xhigh)</a><span></span></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>Gemini 3.8 Flash (high)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="url(#c4sGemH)" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><defs><linearGradient id="c4sGemH" x1="0" y1="0" x2="1" y2="1"><stop offset="0" stop-color="#4796E3"/><stop offset=".55" stop-color="#9168C0"/><stop offset="1" stop-color="#D96570"/></linearGradient></defs><title>Gemini</title><path d="M20.616 10.835a14.147 14.147 0 01-4.45-3.001 14.111 14.111 0 01-3.678-6.452.503.503 0 00-.975 0 14.134 14.134 0 01-3.679 6.452 14.155 14.155 0 01-4.45 3.001c-.65.28-1.318.505-2.002.678a.502.502 0 000 .975c.684.172 1.35.397 2.002.677a14.147 14.147 0 014.45 3.001 14.112 14.112 0 013.679 6.453.502.502 0 00.975 0c.172-.685.397-1.351.677-2.003a14.145 14.145 0 013.001-4.45 14.113 14.113 0 016.453-3.678.503.503 0 000-.975 13.245 13.245 0 01-2.003-.678z"></path></svg></span>Gemini 3.8 Flash (high)</h1><p class="section-desc">Google · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>10 <span>of 15</span></b></div><div><small>Score</small><b>0.694</b></div><div><small>Detailed</small><b>0.578</b></div><div><small>Overview</small><b>0.662</b></div><div><small>Physical</small><b>0.905</b></div><div><small>Median cost</small><b>$3.85</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.620</span><span class="gal-comp">Detailed 0.488 · Overview 0.538 · Physical 1.000</span><span class="gal-cost">$3.88</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/abandoned-psychiatric-hospital" data-caption="Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.620" href="../img/gemini-3.8-flash-high/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.620" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/abandoned-psychiatric-hospital" data-caption="Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.620" href="../img/gemini-3.8-flash-high/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.620" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/abandoned-psychiatric-hospital" data-caption="Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.620" href="../img/gemini-3.8-flash-high/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.620" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/abandoned-psychiatric-hospital" data-caption="Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.620" href="../img/gemini-3.8-flash-high/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.620" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.780</span><span class="gal-comp">Detailed 0.644 · Overview 0.755 · Physical 0.990</span><span class="gal-cost">$3.31</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/blue-city" data-caption="Gemini 3.8 Flash (high) · Blue City · view 1 of 4 · score 0.780" href="../img/gemini-3.8-flash-high/blue-city/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Blue City · view 1 of 4 · score 0.780" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/blue-city" data-caption="Gemini 3.8 Flash (high) · Blue City · view 2 of 4 · score 0.780" href="../img/gemini-3.8-flash-high/blue-city/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Blue City · view 2 of 4 · score 0.780" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/blue-city" data-caption="Gemini 3.8 Flash (high) · Blue City · view 3 of 4 · score 0.780" href="../img/gemini-3.8-flash-high/blue-city/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Blue City · view 3 of 4 · score 0.780" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/blue-city" data-caption="Gemini 3.8 Flash (high) · Blue City · view 4 of 4 · score 0.780" href="../img/gemini-3.8-flash-high/blue-city/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Blue City · view 4 of 4 · score 0.780" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.551</span><span class="gal-comp">Detailed 0.494 · Overview 0.421 · Physical 1.000</span><span class="gal-cost">$3.22</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/castleriver" data-caption="Gemini 3.8 Flash (high) · Castle River · view 1 of 4 · score 0.551" href="../img/gemini-3.8-flash-high/castleriver/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Castle River · view 1 of 4 · score 0.551" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/castleriver" data-caption="Gemini 3.8 Flash (high) · Castle River · view 2 of 4 · score 0.551" href="../img/gemini-3.8-flash-high/castleriver/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Castle River · view 2 of 4 · score 0.551" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/castleriver" data-caption="Gemini 3.8 Flash (high) · Castle River · view 3 of 4 · score 0.551" href="../img/gemini-3.8-flash-high/castleriver/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Castle River · view 3 of 4 · score 0.551" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/castleriver" data-caption="Gemini 3.8 Flash (high) · Castle River · view 4 of 4 · score 0.551" href="../img/gemini-3.8-flash-high/castleriver/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Castle River · view 4 of 4 · score 0.551" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.837</span><span class="gal-comp">Detailed 0.720 · Overview 0.824 · Physical 0.993</span><span class="gal-cost">$2.87</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/cyberpunk" data-caption="Gemini 3.8 Flash (high) · Cyberpunk · view 1 of 4 · score 0.837" href="../img/gemini-3.8-flash-high/cyberpunk/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Cyberpunk · view 1 of 4 · score 0.837" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/cyberpunk" data-caption="Gemini 3.8 Flash (high) · Cyberpunk · view 2 of 4 · score 0.837" href="../img/gemini-3.8-flash-high/cyberpunk/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Cyberpunk · view 2 of 4 · score 0.837" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/cyberpunk" data-caption="Gemini 3.8 Flash (high) · Cyberpunk · view 3 of 4 · score 0.837" href="../img/gemini-3.8-flash-high/cyberpunk/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Cyberpunk · view 3 of 4 · score 0.837" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/cyberpunk" data-caption="Gemini 3.8 Flash (high) · Cyberpunk · view 4 of 4 · score 0.837" href="../img/gemini-3.8-flash-high/cyberpunk/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Cyberpunk · view 4 of 4 · score 0.837" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.600</span><span class="gal-comp">Detailed 0.000 · Overview 0.681 · Physical 0.955</span><span class="gal-cost">$4.99</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/egyptian-temple" data-caption="Gemini 3.8 Flash (high) · Egyptian Temple · view 1 of 4 · score 0.600" href="../img/gemini-3.8-flash-high/egyptian-temple/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Egyptian Temple · view 1 of 4 · score 0.600" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/egyptian-temple" data-caption="Gemini 3.8 Flash (high) · Egyptian Temple · view 2 of 4 · score 0.600" href="../img/gemini-3.8-flash-high/egyptian-temple/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Egyptian Temple · view 2 of 4 · score 0.600" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/egyptian-temple" data-caption="Gemini 3.8 Flash (high) · Egyptian Temple · view 3 of 4 · score 0.600" href="../img/gemini-3.8-flash-high/egyptian-temple/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Egyptian Temple · view 3 of 4 · score 0.600" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/egyptian-temple" data-caption="Gemini 3.8 Flash (high) · Egyptian Temple · view 4 of 4 · score 0.600" href="../img/gemini-3.8-flash-high/egyptian-temple/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Egyptian Temple · view 4 of 4 · score 0.600" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.576</span><span class="gal-comp">Detailed 0.657 · Overview 0.449 · Physical 0.875</span><span class="gal-cost">$1.76</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/european-street-3d-scene" data-caption="Gemini 3.8 Flash (high) · European Street · view 1 of 4 · score 0.576" href="../img/gemini-3.8-flash-high/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · European Street · view 1 of 4 · score 0.576" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/european-street-3d-scene" data-caption="Gemini 3.8 Flash (high) · European Street · view 2 of 4 · score 0.576" href="../img/gemini-3.8-flash-high/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · European Street · view 2 of 4 · score 0.576" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/european-street-3d-scene" data-caption="Gemini 3.8 Flash (high) · European Street · view 3 of 4 · score 0.576" href="../img/gemini-3.8-flash-high/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · European Street · view 3 of 4 · score 0.576" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/european-street-3d-scene" data-caption="Gemini 3.8 Flash (high) · European Street · view 4 of 4 · score 0.576" href="../img/gemini-3.8-flash-high/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · European Street · view 4 of 4 · score 0.576" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.841</span><span class="gal-comp">Detailed 0.834 · Overview 0.791 · Physical 0.998</span><span class="gal-cost">$2.09</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/factory-environment" data-caption="Gemini 3.8 Flash (high) · Factory Environment · view 1 of 4 · score 0.841" href="../img/gemini-3.8-flash-high/factory-environment/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Factory Environment · view 1 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/factory-environment" data-caption="Gemini 3.8 Flash (high) · Factory Environment · view 2 of 4 · score 0.841" href="../img/gemini-3.8-flash-high/factory-environment/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Factory Environment · view 2 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/factory-environment" data-caption="Gemini 3.8 Flash (high) · Factory Environment · view 3 of 4 · score 0.841" href="../img/gemini-3.8-flash-high/factory-environment/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Factory Environment · view 3 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/factory-environment" data-caption="Gemini 3.8 Flash (high) · Factory Environment · view 4 of 4 · score 0.841" href="../img/gemini-3.8-flash-high/factory-environment/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Factory Environment · view 4 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.740</span><span class="gal-comp">Detailed 0.702 · Overview 0.783 · Physical 0.650</span><span class="gal-cost">$3.83</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/hong-kong" data-caption="Gemini 3.8 Flash (high) · Hong Kong · view 1 of 4 · score 0.740" href="../img/gemini-3.8-flash-high/hong-kong/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Hong Kong · view 1 of 4 · score 0.740" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/hong-kong" data-caption="Gemini 3.8 Flash (high) · Hong Kong · view 2 of 4 · score 0.740" href="../img/gemini-3.8-flash-high/hong-kong/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Hong Kong · view 2 of 4 · score 0.740" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/hong-kong" data-caption="Gemini 3.8 Flash (high) · Hong Kong · view 3 of 4 · score 0.740" href="../img/gemini-3.8-flash-high/hong-kong/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Hong Kong · view 3 of 4 · score 0.740" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/hong-kong" data-caption="Gemini 3.8 Flash (high) · Hong Kong · view 4 of 4 · score 0.740" href="../img/gemini-3.8-flash-high/hong-kong/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Hong Kong · view 4 of 4 · score 0.740" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.751</span><span class="gal-comp">Detailed 0.660 · Overview 0.709 · Physical 0.968</span><span class="gal-cost">$6.69</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/khs-house-of-baeryeom" data-caption="Gemini 3.8 Flash (high) · House of Baeryeom · view 1 of 4 · score 0.751" href="../img/gemini-3.8-flash-high/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · House of Baeryeom · view 1 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/khs-house-of-baeryeom" data-caption="Gemini 3.8 Flash (high) · House of Baeryeom · view 2 of 4 · score 0.751" href="../img/gemini-3.8-flash-high/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · House of Baeryeom · view 2 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/khs-house-of-baeryeom" data-caption="Gemini 3.8 Flash (high) · House of Baeryeom · view 3 of 4 · score 0.751" href="../img/gemini-3.8-flash-high/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · House of Baeryeom · view 3 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/khs-house-of-baeryeom" data-caption="Gemini 3.8 Flash (high) · House of Baeryeom · view 4 of 4 · score 0.751" href="../img/gemini-3.8-flash-high/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · House of Baeryeom · view 4 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.558</span><span class="gal-comp">Detailed 0.456 · Overview 0.444 · Physical 1.000</span><span class="gal-cost">$5.18</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/medieval-big-farm-town" data-caption="Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 1 of 4 · score 0.558" href="../img/gemini-3.8-flash-high/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 1 of 4 · score 0.558" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/medieval-big-farm-town" data-caption="Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 2 of 4 · score 0.558" href="../img/gemini-3.8-flash-high/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 2 of 4 · score 0.558" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/medieval-big-farm-town" data-caption="Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 3 of 4 · score 0.558" href="../img/gemini-3.8-flash-high/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 3 of 4 · score 0.558" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/medieval-big-farm-town" data-caption="Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 4 of 4 · score 0.558" href="../img/gemini-3.8-flash-high/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Medieval Big Farm Town · view 4 of 4 · score 0.558" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.673</span><span class="gal-comp">Detailed 0.613 · Overview 0.700 · Physical 0.655</span><span class="gal-cost">$4.99</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/medieval-buildings-volume-1" data-caption="Gemini 3.8 Flash (high) · Medieval Buildings · view 1 of 4 · score 0.673" href="../img/gemini-3.8-flash-high/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Medieval Buildings · view 1 of 4 · score 0.673" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/medieval-buildings-volume-1" data-caption="Gemini 3.8 Flash (high) · Medieval Buildings · view 2 of 4 · score 0.673" href="../img/gemini-3.8-flash-high/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Medieval Buildings · view 2 of 4 · score 0.673" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/medieval-buildings-volume-1" data-caption="Gemini 3.8 Flash (high) · Medieval Buildings · view 3 of 4 · score 0.673" href="../img/gemini-3.8-flash-high/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Medieval Buildings · view 3 of 4 · score 0.673" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/medieval-buildings-volume-1" data-caption="Gemini 3.8 Flash (high) · Medieval Buildings · view 4 of 4 · score 0.673" href="../img/gemini-3.8-flash-high/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Medieval Buildings · view 4 of 4 · score 0.673" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.724</span><span class="gal-comp">Detailed 0.545 · Overview 0.748 · Physical 0.833</span><span class="gal-cost">$3.10</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/nordic-harbour" data-caption="Gemini 3.8 Flash (high) · Nordic Harbour · view 1 of 4 · score 0.724" href="../img/gemini-3.8-flash-high/nordic-harbour/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Nordic Harbour · view 1 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/nordic-harbour" data-caption="Gemini 3.8 Flash (high) · Nordic Harbour · view 2 of 4 · score 0.724" href="../img/gemini-3.8-flash-high/nordic-harbour/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Nordic Harbour · view 2 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/nordic-harbour" data-caption="Gemini 3.8 Flash (high) · Nordic Harbour · view 3 of 4 · score 0.724" href="../img/gemini-3.8-flash-high/nordic-harbour/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Nordic Harbour · view 3 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/nordic-harbour" data-caption="Gemini 3.8 Flash (high) · Nordic Harbour · view 4 of 4 · score 0.724" href="../img/gemini-3.8-flash-high/nordic-harbour/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Nordic Harbour · view 4 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.619</span><span class="gal-comp">Detailed 0.544 · Overview 0.615 · Physical 0.707</span><span class="gal-cost">$5.03</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/paris" data-caption="Gemini 3.8 Flash (high) · Paris · view 1 of 4 · score 0.619" href="../img/gemini-3.8-flash-high/paris/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Paris · view 1 of 4 · score 0.619" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/paris" data-caption="Gemini 3.8 Flash (high) · Paris · view 2 of 4 · score 0.619" href="../img/gemini-3.8-flash-high/paris/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Paris · view 2 of 4 · score 0.619" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/paris" data-caption="Gemini 3.8 Flash (high) · Paris · view 3 of 4 · score 0.619" href="../img/gemini-3.8-flash-high/paris/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Paris · view 3 of 4 · score 0.619" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/paris" data-caption="Gemini 3.8 Flash (high) · Paris · view 4 of 4 · score 0.619" href="../img/gemini-3.8-flash-high/paris/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Paris · view 4 of 4 · score 0.619" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.795</span><span class="gal-comp">Detailed 0.578 · Overview 0.816 · Physical 0.949</span><span class="gal-cost">$4.63</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/post-apocalyptic-stylized-market" data-caption="Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.795" href="../img/gemini-3.8-flash-high/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.795" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/post-apocalyptic-stylized-market" data-caption="Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.795" href="../img/gemini-3.8-flash-high/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.795" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/post-apocalyptic-stylized-market" data-caption="Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.795" href="../img/gemini-3.8-flash-high/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.795" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/post-apocalyptic-stylized-market" data-caption="Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.795" href="../img/gemini-3.8-flash-high/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.795" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.669</span><span class="gal-comp">Detailed 0.526 · Overview 0.607 · Physical 1.000</span><span class="gal-cost">$3.94</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/ruins" data-caption="Gemini 3.8 Flash (high) · Ruins · view 1 of 4 · score 0.669" href="../img/gemini-3.8-flash-high/ruins/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Ruins · view 1 of 4 · score 0.669" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/ruins" data-caption="Gemini 3.8 Flash (high) · Ruins · view 2 of 4 · score 0.669" href="../img/gemini-3.8-flash-high/ruins/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Ruins · view 2 of 4 · score 0.669" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/ruins" data-caption="Gemini 3.8 Flash (high) · Ruins · view 3 of 4 · score 0.669" href="../img/gemini-3.8-flash-high/ruins/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Ruins · view 3 of 4 · score 0.669" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/ruins" data-caption="Gemini 3.8 Flash (high) · Ruins · view 4 of 4 · score 0.669" href="../img/gemini-3.8-flash-high/ruins/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Ruins · view 4 of 4 · score 0.669" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.766</span><span class="gal-comp">Detailed 0.587 · Overview 0.747 · Physical 1.000</span><span class="gal-cost">$2.16</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/scifi-environment-offworld" data-caption="Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.766" href="../img/gemini-3.8-flash-high/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/scifi-environment-offworld" data-caption="Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.766" href="../img/gemini-3.8-flash-high/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/scifi-environment-offworld" data-caption="Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.766" href="../img/gemini-3.8-flash-high/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/scifi-environment-offworld" data-caption="Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.766" href="../img/gemini-3.8-flash-high/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.797</span><span class="gal-comp">Detailed 0.564 · Overview 0.807 · Physical 1.000</span><span class="gal-cost">$3.37</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/street-new-york" data-caption="Gemini 3.8 Flash (high) · New York Street · view 1 of 4 · score 0.797" href="../img/gemini-3.8-flash-high/street-new-york/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · New York Street · view 1 of 4 · score 0.797" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/street-new-york" data-caption="Gemini 3.8 Flash (high) · New York Street · view 2 of 4 · score 0.797" href="../img/gemini-3.8-flash-high/street-new-york/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · New York Street · view 2 of 4 · score 0.797" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/street-new-york" data-caption="Gemini 3.8 Flash (high) · New York Street · view 3 of 4 · score 0.797" href="../img/gemini-3.8-flash-high/street-new-york/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · New York Street · view 3 of 4 · score 0.797" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/street-new-york" data-caption="Gemini 3.8 Flash (high) · New York Street · view 4 of 4 · score 0.797" href="../img/gemini-3.8-flash-high/street-new-york/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · New York Street · view 4 of 4 · score 0.797" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.717</span><span class="gal-comp">Detailed 0.773 · Overview 0.721 · Physical 0.648</span><span class="gal-cost">$2.85</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/stylized-elven-valley" data-caption="Gemini 3.8 Flash (high) · Stylized Elven Valley · view 1 of 4 · score 0.717" href="../img/gemini-3.8-flash-high/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Stylized Elven Valley · view 1 of 4 · score 0.717" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/stylized-elven-valley" data-caption="Gemini 3.8 Flash (high) · Stylized Elven Valley · view 2 of 4 · score 0.717" href="../img/gemini-3.8-flash-high/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Stylized Elven Valley · view 2 of 4 · score 0.717" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/stylized-elven-valley" data-caption="Gemini 3.8 Flash (high) · Stylized Elven Valley · view 3 of 4 · score 0.717" href="../img/gemini-3.8-flash-high/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Stylized Elven Valley · view 3 of 4 · score 0.717" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/stylized-elven-valley" data-caption="Gemini 3.8 Flash (high) · Stylized Elven Valley · view 4 of 4 · score 0.717" href="../img/gemini-3.8-flash-high/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Stylized Elven Valley · view 4 of 4 · score 0.717" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.642</span><span class="gal-comp">Detailed 0.628 · Overview 0.533 · Physical 0.982</span><span class="gal-cost">$5.47</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/urban-decay" data-caption="Gemini 3.8 Flash (high) · Urban Decay · view 1 of 4 · score 0.642" href="../img/gemini-3.8-flash-high/urban-decay/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Urban Decay · view 1 of 4 · score 0.642" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/urban-decay" data-caption="Gemini 3.8 Flash (high) · Urban Decay · view 2 of 4 · score 0.642" href="../img/gemini-3.8-flash-high/urban-decay/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Urban Decay · view 2 of 4 · score 0.642" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/urban-decay" data-caption="Gemini 3.8 Flash (high) · Urban Decay · view 3 of 4 · score 0.642" href="../img/gemini-3.8-flash-high/urban-decay/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Urban Decay · view 3 of 4 · score 0.642" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/urban-decay" data-caption="Gemini 3.8 Flash (high) · Urban Decay · view 4 of 4 · score 0.642" href="../img/gemini-3.8-flash-high/urban-decay/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Urban Decay · view 4 of 4 · score 0.642" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.627</span><span class="gal-comp">Detailed 0.544 · Overview 0.563 · Physical 0.904</span><span class="gal-cost">$3.90</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="gemini-3.8-flash-high/winter-town" data-caption="Gemini 3.8 Flash (high) · Winter Town · view 1 of 4 · score 0.627" href="../img/gemini-3.8-flash-high/winter-town/v0.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Winter Town · view 1 of 4 · score 0.627" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/winter-town" data-caption="Gemini 3.8 Flash (high) · Winter Town · view 2 of 4 · score 0.627" href="../img/gemini-3.8-flash-high/winter-town/v1.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Winter Town · view 2 of 4 · score 0.627" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/winter-town" data-caption="Gemini 3.8 Flash (high) · Winter Town · view 3 of 4 · score 0.627" href="../img/gemini-3.8-flash-high/winter-town/v2.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Winter Town · view 3 of 4 · score 0.627" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-3.8-flash-high/winter-town" data-caption="Gemini 3.8 Flash (high) · Winter Town · view 4 of 4 · score 0.627" href="../img/gemini-3.8-flash-high/winter-town/v3.webp?v=20261016t2s"><img alt="Gemini 3.8 Flash (high) · Winter Town · view 4 of 4 · score 0.627" decoding="async" height="270" loading="lazy" src="../img/gemini-3.8-flash-high/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="muse-wonder-full-1.0-max.html">← Muse Wonder Full 1.0 (max)</a><a href="grok-4.6-xhigh.html">Grok 4.6 (xhigh) →</a></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>Gemini 4 Argon (high)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="url(#c4sGemH)" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><defs><linearGradient id="c4sGemH" x1="0" y1="0" x2="1" y2="1"><stop offset="0" stop-color="#4796E3"/><stop offset=".55" stop-color="#9168C0"/><stop offset="1" stop-color="#D96570"/></linearGradient></defs><title>Gemini</title><path d="M20.616 10.835a14.147 14.147 0 01-4.45-3.001 14.111 14.111 0 01-3.678-6.452.503.503 0 00-.975 0 14.134 14.134 0 01-3.679 6.452 14.155 14.155 0 01-4.45 3.001c-.65.28-1.318.505-2.002.678a.502.502 0 000 .975c.684.172 1.35.397 2.002.677a14.147 14.147 0 014.45 3.001 14.112 14.112 0 013.679 6.453.502.502 0 00.975 0c.172-.685.397-1.351.677-2.003a14.145 14.145 0 013.001-4.45 14.113 14.113 0 016.453-3.678.503.503 0 000-.975 13.245 13.245 0 01-2.003-.678z"></path></svg></span>Gemini 4 Argon (high)</h1><p class="section-desc">Google · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>6 <span>of 15</span></b></div><div><small>Score</small><b>0.777</b></div><div><small>Detailed</small><b>0.688</b></div><div><small>Overview</small><b>0.756</b></div><div><small>Physical</small><b>0.930</b></div><div><small>Median cost</small><b>$4.83</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.692</span><span class="gal-comp">Detailed 0.620 · Overview 0.614 · Physical 0.998</span><span class="gal-cost">$5.37</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/abandoned-psychiatric-hospital" data-caption="Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.692" href="../img/gemini-4-argon-high/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.692" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/abandoned-psychiatric-hospital" data-caption="Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.692" href="../img/gemini-4-argon-high/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.692" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/abandoned-psychiatric-hospital" data-caption="Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.692" href="../img/gemini-4-argon-high/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.692" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/abandoned-psychiatric-hospital" data-caption="Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.692" href="../img/gemini-4-argon-high/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.692" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.803</span><span class="gal-comp">Detailed 0.645 · Overview 0.804 · Physical 0.956</span><span class="gal-cost">$3.69</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/blue-city" data-caption="Gemini 4 Argon (high) · Blue City · view 1 of 4 · score 0.803" href="../img/gemini-4-argon-high/blue-city/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Blue City · view 1 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/blue-city" data-caption="Gemini 4 Argon (high) · Blue City · view 2 of 4 · score 0.803" href="../img/gemini-4-argon-high/blue-city/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Blue City · view 2 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/blue-city" data-caption="Gemini 4 Argon (high) · Blue City · view 3 of 4 · score 0.803" href="../img/gemini-4-argon-high/blue-city/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Blue City · view 3 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/blue-city" data-caption="Gemini 4 Argon (high) · Blue City · view 4 of 4 · score 0.803" href="../img/gemini-4-argon-high/blue-city/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Blue City · view 4 of 4 · score 0.803" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.727</span><span class="gal-comp">Detailed 0.437 · Overview 0.733 · Physical 1.000</span><span class="gal-cost">$7.34</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/castleriver" data-caption="Gemini 4 Argon (high) · Castle River · view 1 of 4 · score 0.727" href="../img/gemini-4-argon-high/castleriver/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Castle River · view 1 of 4 · score 0.727" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/castleriver" data-caption="Gemini 4 Argon (high) · Castle River · view 2 of 4 · score 0.727" href="../img/gemini-4-argon-high/castleriver/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Castle River · view 2 of 4 · score 0.727" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/castleriver" data-caption="Gemini 4 Argon (high) · Castle River · view 3 of 4 · score 0.727" href="../img/gemini-4-argon-high/castleriver/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Castle River · view 3 of 4 · score 0.727" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/castleriver" data-caption="Gemini 4 Argon (high) · Castle River · view 4 of 4 · score 0.727" href="../img/gemini-4-argon-high/castleriver/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Castle River · view 4 of 4 · score 0.727" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.816</span><span class="gal-comp">Detailed 0.563 · Overview 0.839 · Physical 0.998</span><span class="gal-cost">$6.35</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/cyberpunk" data-caption="Gemini 4 Argon (high) · Cyberpunk · view 1 of 4 · score 0.816" href="../img/gemini-4-argon-high/cyberpunk/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Cyberpunk · view 1 of 4 · score 0.816" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/cyberpunk" data-caption="Gemini 4 Argon (high) · Cyberpunk · view 2 of 4 · score 0.816" href="../img/gemini-4-argon-high/cyberpunk/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Cyberpunk · view 2 of 4 · score 0.816" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/cyberpunk" data-caption="Gemini 4 Argon (high) · Cyberpunk · view 3 of 4 · score 0.816" href="../img/gemini-4-argon-high/cyberpunk/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Cyberpunk · view 3 of 4 · score 0.816" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/cyberpunk" data-caption="Gemini 4 Argon (high) · Cyberpunk · view 4 of 4 · score 0.816" href="../img/gemini-4-argon-high/cyberpunk/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Cyberpunk · view 4 of 4 · score 0.816" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.845</span><span class="gal-comp">Detailed 0.837 · Overview 0.797 · Physical 1.000</span><span class="gal-cost">$3.45</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/egyptian-temple" data-caption="Gemini 4 Argon (high) · Egyptian Temple · view 1 of 4 · score 0.845" href="../img/gemini-4-argon-high/egyptian-temple/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Egyptian Temple · view 1 of 4 · score 0.845" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/egyptian-temple" data-caption="Gemini 4 Argon (high) · Egyptian Temple · view 2 of 4 · score 0.845" href="../img/gemini-4-argon-high/egyptian-temple/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Egyptian Temple · view 2 of 4 · score 0.845" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/egyptian-temple" data-caption="Gemini 4 Argon (high) · Egyptian Temple · view 3 of 4 · score 0.845" href="../img/gemini-4-argon-high/egyptian-temple/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Egyptian Temple · view 3 of 4 · score 0.845" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/egyptian-temple" data-caption="Gemini 4 Argon (high) · Egyptian Temple · view 4 of 4 · score 0.845" href="../img/gemini-4-argon-high/egyptian-temple/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Egyptian Temple · view 4 of 4 · score 0.845" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.658</span><span class="gal-comp">Detailed 0.687 · Overview 0.575 · Physical 0.876</span><span class="gal-cost">$2.83</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/european-street-3d-scene" data-caption="Gemini 4 Argon (high) · European Street · view 1 of 4 · score 0.658" href="../img/gemini-4-argon-high/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · European Street · view 1 of 4 · score 0.658" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/european-street-3d-scene" data-caption="Gemini 4 Argon (high) · European Street · view 2 of 4 · score 0.658" href="../img/gemini-4-argon-high/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · European Street · view 2 of 4 · score 0.658" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/european-street-3d-scene" data-caption="Gemini 4 Argon (high) · European Street · view 3 of 4 · score 0.658" href="../img/gemini-4-argon-high/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · European Street · view 3 of 4 · score 0.658" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/european-street-3d-scene" data-caption="Gemini 4 Argon (high) · European Street · view 4 of 4 · score 0.658" href="../img/gemini-4-argon-high/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · European Street · view 4 of 4 · score 0.658" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.850</span><span class="gal-comp">Detailed 0.877 · Overview 0.791 · Physical 1.000</span><span class="gal-cost">$3.36</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/factory-environment" data-caption="Gemini 4 Argon (high) · Factory Environment · view 1 of 4 · score 0.850" href="../img/gemini-4-argon-high/factory-environment/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Factory Environment · view 1 of 4 · score 0.850" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/factory-environment" data-caption="Gemini 4 Argon (high) · Factory Environment · view 2 of 4 · score 0.850" href="../img/gemini-4-argon-high/factory-environment/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Factory Environment · view 2 of 4 · score 0.850" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/factory-environment" data-caption="Gemini 4 Argon (high) · Factory Environment · view 3 of 4 · score 0.850" href="../img/gemini-4-argon-high/factory-environment/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Factory Environment · view 3 of 4 · score 0.850" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/factory-environment" data-caption="Gemini 4 Argon (high) · Factory Environment · view 4 of 4 · score 0.850" href="../img/gemini-4-argon-high/factory-environment/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Factory Environment · view 4 of 4 · score 0.850" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.802</span><span class="gal-comp">Detailed 0.702 · Overview 0.774 · Physical 0.987</span><span class="gal-cost">$4.07</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/hong-kong" data-caption="Gemini 4 Argon (high) · Hong Kong · view 1 of 4 · score 0.802" href="../img/gemini-4-argon-high/hong-kong/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Hong Kong · view 1 of 4 · score 0.802" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/hong-kong" data-caption="Gemini 4 Argon (high) · Hong Kong · view 2 of 4 · score 0.802" href="../img/gemini-4-argon-high/hong-kong/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Hong Kong · view 2 of 4 · score 0.802" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/hong-kong" data-caption="Gemini 4 Argon (high) · Hong Kong · view 3 of 4 · score 0.802" href="../img/gemini-4-argon-high/hong-kong/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Hong Kong · view 3 of 4 · score 0.802" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/hong-kong" data-caption="Gemini 4 Argon (high) · Hong Kong · view 4 of 4 · score 0.802" href="../img/gemini-4-argon-high/hong-kong/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Hong Kong · view 4 of 4 · score 0.802" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.739</span><span class="gal-comp">Detailed 0.763 · Overview 0.771 · Physical 0.619</span><span class="gal-cost">$9.91</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/khs-house-of-baeryeom" data-caption="Gemini 4 Argon (high) · House of Baeryeom · view 1 of 4 · score 0.739" href="../img/gemini-4-argon-high/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · House of Baeryeom · view 1 of 4 · score 0.739" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/khs-house-of-baeryeom" data-caption="Gemini 4 Argon (high) · House of Baeryeom · view 2 of 4 · score 0.739" href="../img/gemini-4-argon-high/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · House of Baeryeom · view 2 of 4 · score 0.739" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/khs-house-of-baeryeom" data-caption="Gemini 4 Argon (high) · House of Baeryeom · view 3 of 4 · score 0.739" href="../img/gemini-4-argon-high/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · House of Baeryeom · view 3 of 4 · score 0.739" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/khs-house-of-baeryeom" data-caption="Gemini 4 Argon (high) · House of Baeryeom · view 4 of 4 · score 0.739" href="../img/gemini-4-argon-high/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · House of Baeryeom · view 4 of 4 · score 0.739" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.693</span><span class="gal-comp">Detailed 0.590 · Overview 0.652 · Physical 0.917</span><span class="gal-cost">$4.83</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/medieval-big-farm-town" data-caption="Gemini 4 Argon (high) · Medieval Big Farm Town · view 1 of 4 · score 0.693" href="../img/gemini-4-argon-high/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Medieval Big Farm Town · view 1 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/medieval-big-farm-town" data-caption="Gemini 4 Argon (high) · Medieval Big Farm Town · view 2 of 4 · score 0.693" href="../img/gemini-4-argon-high/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Medieval Big Farm Town · view 2 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/medieval-big-farm-town" data-caption="Gemini 4 Argon (high) · Medieval Big Farm Town · view 3 of 4 · score 0.693" href="../img/gemini-4-argon-high/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Medieval Big Farm Town · view 3 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/medieval-big-farm-town" data-caption="Gemini 4 Argon (high) · Medieval Big Farm Town · view 4 of 4 · score 0.693" href="../img/gemini-4-argon-high/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Medieval Big Farm Town · view 4 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.768</span><span class="gal-comp">Detailed 0.721 · Overview 0.806 · Physical 0.702</span><span class="gal-cost">$5.13</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/medieval-buildings-volume-1" data-caption="Gemini 4 Argon (high) · Medieval Buildings · view 1 of 4 · score 0.768" href="../img/gemini-4-argon-high/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Medieval Buildings · view 1 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/medieval-buildings-volume-1" data-caption="Gemini 4 Argon (high) · Medieval Buildings · view 2 of 4 · score 0.768" href="../img/gemini-4-argon-high/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Medieval Buildings · view 2 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/medieval-buildings-volume-1" data-caption="Gemini 4 Argon (high) · Medieval Buildings · view 3 of 4 · score 0.768" href="../img/gemini-4-argon-high/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Medieval Buildings · view 3 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/medieval-buildings-volume-1" data-caption="Gemini 4 Argon (high) · Medieval Buildings · view 4 of 4 · score 0.768" href="../img/gemini-4-argon-high/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Medieval Buildings · view 4 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.807</span><span class="gal-comp">Detailed 0.642 · Overview 0.798 · Physical 0.999</span><span class="gal-cost">$3.44</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/nordic-harbour" data-caption="Gemini 4 Argon (high) · Nordic Harbour · view 1 of 4 · score 0.807" href="../img/gemini-4-argon-high/nordic-harbour/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Nordic Harbour · view 1 of 4 · score 0.807" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/nordic-harbour" data-caption="Gemini 4 Argon (high) · Nordic Harbour · view 2 of 4 · score 0.807" href="../img/gemini-4-argon-high/nordic-harbour/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Nordic Harbour · view 2 of 4 · score 0.807" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/nordic-harbour" data-caption="Gemini 4 Argon (high) · Nordic Harbour · view 3 of 4 · score 0.807" href="../img/gemini-4-argon-high/nordic-harbour/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Nordic Harbour · view 3 of 4 · score 0.807" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/nordic-harbour" data-caption="Gemini 4 Argon (high) · Nordic Harbour · view 4 of 4 · score 0.807" href="../img/gemini-4-argon-high/nordic-harbour/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Nordic Harbour · view 4 of 4 · score 0.807" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.667</span><span class="gal-comp">Detailed 0.547 · Overview 0.686 · Physical 0.728</span><span class="gal-cost">$11.45</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/paris" data-caption="Gemini 4 Argon (high) · Paris · view 1 of 4 · score 0.667" href="../img/gemini-4-argon-high/paris/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Paris · view 1 of 4 · score 0.667" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/paris" data-caption="Gemini 4 Argon (high) · Paris · view 2 of 4 · score 0.667" href="../img/gemini-4-argon-high/paris/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Paris · view 2 of 4 · score 0.667" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/paris" data-caption="Gemini 4 Argon (high) · Paris · view 3 of 4 · score 0.667" href="../img/gemini-4-argon-high/paris/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Paris · view 3 of 4 · score 0.667" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/paris" data-caption="Gemini 4 Argon (high) · Paris · view 4 of 4 · score 0.667" href="../img/gemini-4-argon-high/paris/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Paris · view 4 of 4 · score 0.667" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.854</span><span class="gal-comp">Detailed 0.844 · Overview 0.811 · Physical 0.994</span><span class="gal-cost">$3.42</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/post-apocalyptic-stylized-market" data-caption="Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.854" href="../img/gemini-4-argon-high/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.854" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/post-apocalyptic-stylized-market" data-caption="Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.854" href="../img/gemini-4-argon-high/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.854" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/post-apocalyptic-stylized-market" data-caption="Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.854" href="../img/gemini-4-argon-high/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.854" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/post-apocalyptic-stylized-market" data-caption="Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.854" href="../img/gemini-4-argon-high/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.854" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.802</span><span class="gal-comp">Detailed 0.646 · Overview 0.788 · Physical 1.000</span><span class="gal-cost">$5.22</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/ruins" data-caption="Gemini 4 Argon (high) · Ruins · view 1 of 4 · score 0.802" href="../img/gemini-4-argon-high/ruins/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Ruins · view 1 of 4 · score 0.802" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/ruins" data-caption="Gemini 4 Argon (high) · Ruins · view 2 of 4 · score 0.802" href="../img/gemini-4-argon-high/ruins/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Ruins · view 2 of 4 · score 0.802" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/ruins" data-caption="Gemini 4 Argon (high) · Ruins · view 3 of 4 · score 0.802" href="../img/gemini-4-argon-high/ruins/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Ruins · view 3 of 4 · score 0.802" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/ruins" data-caption="Gemini 4 Argon (high) · Ruins · view 4 of 4 · score 0.802" href="../img/gemini-4-argon-high/ruins/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Ruins · view 4 of 4 · score 0.802" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.775</span><span class="gal-comp">Detailed 0.637 · Overview 0.746 · Physical 1.000</span><span class="gal-cost">$3.16</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/scifi-environment-offworld" data-caption="Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.775" href="../img/gemini-4-argon-high/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.775" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/scifi-environment-offworld" data-caption="Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.775" href="../img/gemini-4-argon-high/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.775" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/scifi-environment-offworld" data-caption="Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.775" href="../img/gemini-4-argon-high/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.775" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/scifi-environment-offworld" data-caption="Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.775" href="../img/gemini-4-argon-high/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.775" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.847</span><span class="gal-comp">Detailed 0.764 · Overview 0.851 · Physical 0.919</span><span class="gal-cost">$4.83</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/street-new-york" data-caption="Gemini 4 Argon (high) · New York Street · view 1 of 4 · score 0.847" href="../img/gemini-4-argon-high/street-new-york/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · New York Street · view 1 of 4 · score 0.847" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/street-new-york" data-caption="Gemini 4 Argon (high) · New York Street · view 2 of 4 · score 0.847" href="../img/gemini-4-argon-high/street-new-york/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · New York Street · view 2 of 4 · score 0.847" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/street-new-york" data-caption="Gemini 4 Argon (high) · New York Street · view 3 of 4 · score 0.847" href="../img/gemini-4-argon-high/street-new-york/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · New York Street · view 3 of 4 · score 0.847" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/street-new-york" data-caption="Gemini 4 Argon (high) · New York Street · view 4 of 4 · score 0.847" href="../img/gemini-4-argon-high/street-new-york/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · New York Street · view 4 of 4 · score 0.847" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.830</span><span class="gal-comp">Detailed 0.879 · Overview 0.781 · Physical 0.932</span><span class="gal-cost">$5.07</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/stylized-elven-valley" data-caption="Gemini 4 Argon (high) · Stylized Elven Valley · view 1 of 4 · score 0.830" href="../img/gemini-4-argon-high/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Stylized Elven Valley · view 1 of 4 · score 0.830" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/stylized-elven-valley" data-caption="Gemini 4 Argon (high) · Stylized Elven Valley · view 2 of 4 · score 0.830" href="../img/gemini-4-argon-high/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Stylized Elven Valley · view 2 of 4 · score 0.830" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/stylized-elven-valley" data-caption="Gemini 4 Argon (high) · Stylized Elven Valley · view 3 of 4 · score 0.830" href="../img/gemini-4-argon-high/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Stylized Elven Valley · view 3 of 4 · score 0.830" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/stylized-elven-valley" data-caption="Gemini 4 Argon (high) · Stylized Elven Valley · view 4 of 4 · score 0.830" href="../img/gemini-4-argon-high/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Stylized Elven Valley · view 4 of 4 · score 0.830" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.696</span><span class="gal-comp">Detailed 0.646 · Overview 0.617 · Physical 0.981</span><span class="gal-cost">$3.43</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/urban-decay" data-caption="Gemini 4 Argon (high) · Urban Decay · view 1 of 4 · score 0.696" href="../img/gemini-4-argon-high/urban-decay/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Urban Decay · view 1 of 4 · score 0.696" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/urban-decay" data-caption="Gemini 4 Argon (high) · Urban Decay · view 2 of 4 · score 0.696" href="../img/gemini-4-argon-high/urban-decay/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Urban Decay · view 2 of 4 · score 0.696" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/urban-decay" data-caption="Gemini 4 Argon (high) · Urban Decay · view 3 of 4 · score 0.696" href="../img/gemini-4-argon-high/urban-decay/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Urban Decay · view 3 of 4 · score 0.696" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/urban-decay" data-caption="Gemini 4 Argon (high) · Urban Decay · view 4 of 4 · score 0.696" href="../img/gemini-4-argon-high/urban-decay/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Urban Decay · view 4 of 4 · score 0.696" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.878</span><span class="gal-comp">Detailed 0.713 · Overview 0.893 · Physical 1.000</span><span class="gal-cost">$4.98</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="gemini-4-argon-high/winter-town" data-caption="Gemini 4 Argon (high) · Winter Town · view 1 of 4 · score 0.878" href="../img/gemini-4-argon-high/winter-town/v0.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Winter Town · view 1 of 4 · score 0.878" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/winter-town" data-caption="Gemini 4 Argon (high) · Winter Town · view 2 of 4 · score 0.878" href="../img/gemini-4-argon-high/winter-town/v1.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Winter Town · view 2 of 4 · score 0.878" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/winter-town" data-caption="Gemini 4 Argon (high) · Winter Town · view 3 of 4 · score 0.878" href="../img/gemini-4-argon-high/winter-town/v2.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Winter Town · view 3 of 4 · score 0.878" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gemini-4-argon-high/winter-town" data-caption="Gemini 4 Argon (high) · Winter Town · view 4 of 4 · score 0.878" href="../img/gemini-4-argon-high/winter-town/v3.webp?v=20261016t2s"><img alt="Gemini 4 Argon (high) · Winter Town · view 4 of 4 · score 0.878" decoding="async" height="270" loading="lazy" src="../img/gemini-4-argon-high/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="gpt-6.1-sol-max.html">← GPT-6.1 Sol (max)</a><a href="gpt-5.6-sol-max.html">GPT-5.6 Sol (max) →</a></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>GLM-5.3 Flash (max)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Z.ai</title><path d="M12.105 2L9.927 4.953H.653L2.83 2h9.276zM23.254 19.048L21.078 22h-9.242l2.174-2.952h9.244zM24 2L9.264 22H0L14.736 2H24z"></path></svg></span>GLM-5.3 Flash (max)</h1><p class="section-desc">Z.ai · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>13 <span>of 15</span></b></div><div><small>Score</small><b>0.542</b></div><div><small>Detailed</small><b>0.506</b></div><div><small>Overview</small><b>0.545</b></div><div><small>Physical</small><b>0.569</b></div><div><small>Median cost</small><b>$0.94</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.000</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.000</span><span class="gal-cost">$0.72</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/abandoned-psychiatric-hospital" data-caption="GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.000" href="../img/glm-5.3-flash-max/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/abandoned-psychiatric-hospital" data-caption="GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.000" href="../img/glm-5.3-flash-max/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/abandoned-psychiatric-hospital" data-caption="GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.000" href="../img/glm-5.3-flash-max/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/abandoned-psychiatric-hospital" data-caption="GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.000" href="../img/glm-5.3-flash-max/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.664</span><span class="gal-comp">Detailed 0.657 · Overview 0.596 · Physical 0.875</span><span class="gal-cost">$0.46</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/blue-city" data-caption="GLM-5.3 Flash (max) · Blue City · view 1 of 4 · score 0.664" href="../img/glm-5.3-flash-max/blue-city/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Blue City · view 1 of 4 · score 0.664" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/blue-city" data-caption="GLM-5.3 Flash (max) · Blue City · view 2 of 4 · score 0.664" href="../img/glm-5.3-flash-max/blue-city/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Blue City · view 2 of 4 · score 0.664" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/blue-city" data-caption="GLM-5.3 Flash (max) · Blue City · view 3 of 4 · score 0.664" href="../img/glm-5.3-flash-max/blue-city/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Blue City · view 3 of 4 · score 0.664" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/blue-city" data-caption="GLM-5.3 Flash (max) · Blue City · view 4 of 4 · score 0.664" href="../img/glm-5.3-flash-max/blue-city/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Blue City · view 4 of 4 · score 0.664" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.632</span><span class="gal-comp">Detailed 0.447 · Overview 0.673 · Physical 0.693</span><span class="gal-cost">$1.38</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/castleriver" data-caption="GLM-5.3 Flash (max) · Castle River · view 1 of 4 · score 0.632" href="../img/glm-5.3-flash-max/castleriver/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Castle River · view 1 of 4 · score 0.632" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/castleriver" data-caption="GLM-5.3 Flash (max) · Castle River · view 2 of 4 · score 0.632" href="../img/glm-5.3-flash-max/castleriver/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Castle River · view 2 of 4 · score 0.632" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/castleriver" data-caption="GLM-5.3 Flash (max) · Castle River · view 3 of 4 · score 0.632" href="../img/glm-5.3-flash-max/castleriver/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Castle River · view 3 of 4 · score 0.632" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/castleriver" data-caption="GLM-5.3 Flash (max) · Castle River · view 4 of 4 · score 0.632" href="../img/glm-5.3-flash-max/castleriver/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Castle River · view 4 of 4 · score 0.632" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.000</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.000</span><span class="gal-cost">$0.53</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/cyberpunk" data-caption="GLM-5.3 Flash (max) · Cyberpunk · view 1 of 4 · score 0.000" href="../img/glm-5.3-flash-max/cyberpunk/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Cyberpunk · view 1 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/cyberpunk" data-caption="GLM-5.3 Flash (max) · Cyberpunk · view 2 of 4 · score 0.000" href="../img/glm-5.3-flash-max/cyberpunk/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Cyberpunk · view 2 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/cyberpunk" data-caption="GLM-5.3 Flash (max) · Cyberpunk · view 3 of 4 · score 0.000" href="../img/glm-5.3-flash-max/cyberpunk/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Cyberpunk · view 3 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/cyberpunk" data-caption="GLM-5.3 Flash (max) · Cyberpunk · view 4 of 4 · score 0.000" href="../img/glm-5.3-flash-max/cyberpunk/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Cyberpunk · view 4 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.471</span><span class="gal-comp">Detailed 0.480 · Overview 0.459 · Physical 0.498</span><span class="gal-cost">$0.69</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/egyptian-temple" data-caption="GLM-5.3 Flash (max) · Egyptian Temple · view 1 of 4 · score 0.471" href="../img/glm-5.3-flash-max/egyptian-temple/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Egyptian Temple · view 1 of 4 · score 0.471" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/egyptian-temple" data-caption="GLM-5.3 Flash (max) · Egyptian Temple · view 2 of 4 · score 0.471" href="../img/glm-5.3-flash-max/egyptian-temple/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Egyptian Temple · view 2 of 4 · score 0.471" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/egyptian-temple" data-caption="GLM-5.3 Flash (max) · Egyptian Temple · view 3 of 4 · score 0.471" href="../img/glm-5.3-flash-max/egyptian-temple/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Egyptian Temple · view 3 of 4 · score 0.471" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/egyptian-temple" data-caption="GLM-5.3 Flash (max) · Egyptian Temple · view 4 of 4 · score 0.471" href="../img/glm-5.3-flash-max/egyptian-temple/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Egyptian Temple · view 4 of 4 · score 0.471" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.611</span><span class="gal-comp">Detailed 0.417 · Overview 0.585 · Physical 0.883</span><span class="gal-cost">$1.74</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/european-street-3d-scene" data-caption="GLM-5.3 Flash (max) · European Street · view 1 of 4 · score 0.611" href="../img/glm-5.3-flash-max/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · European Street · view 1 of 4 · score 0.611" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/european-street-3d-scene" data-caption="GLM-5.3 Flash (max) · European Street · view 2 of 4 · score 0.611" href="../img/glm-5.3-flash-max/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · European Street · view 2 of 4 · score 0.611" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/european-street-3d-scene" data-caption="GLM-5.3 Flash (max) · European Street · view 3 of 4 · score 0.611" href="../img/glm-5.3-flash-max/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · European Street · view 3 of 4 · score 0.611" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/european-street-3d-scene" data-caption="GLM-5.3 Flash (max) · European Street · view 4 of 4 · score 0.611" href="../img/glm-5.3-flash-max/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · European Street · view 4 of 4 · score 0.611" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.847</span><span class="gal-comp">Detailed 0.873 · Overview 0.791 · Physical 0.990</span><span class="gal-cost">$0.39</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/factory-environment" data-caption="GLM-5.3 Flash (max) · Factory Environment · view 1 of 4 · score 0.847" href="../img/glm-5.3-flash-max/factory-environment/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Factory Environment · view 1 of 4 · score 0.847" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/factory-environment" data-caption="GLM-5.3 Flash (max) · Factory Environment · view 2 of 4 · score 0.847" href="../img/glm-5.3-flash-max/factory-environment/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Factory Environment · view 2 of 4 · score 0.847" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/factory-environment" data-caption="GLM-5.3 Flash (max) · Factory Environment · view 3 of 4 · score 0.847" href="../img/glm-5.3-flash-max/factory-environment/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Factory Environment · view 3 of 4 · score 0.847" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/factory-environment" data-caption="GLM-5.3 Flash (max) · Factory Environment · view 4 of 4 · score 0.847" href="../img/glm-5.3-flash-max/factory-environment/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Factory Environment · view 4 of 4 · score 0.847" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.586</span><span class="gal-comp">Detailed 0.579 · Overview 0.656 · Physical 0.384</span><span class="gal-cost">$1.70</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/hong-kong" data-caption="GLM-5.3 Flash (max) · Hong Kong · view 1 of 4 · score 0.586" href="../img/glm-5.3-flash-max/hong-kong/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Hong Kong · view 1 of 4 · score 0.586" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/hong-kong" data-caption="GLM-5.3 Flash (max) · Hong Kong · view 2 of 4 · score 0.586" href="../img/glm-5.3-flash-max/hong-kong/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Hong Kong · view 2 of 4 · score 0.586" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/hong-kong" data-caption="GLM-5.3 Flash (max) · Hong Kong · view 3 of 4 · score 0.586" href="../img/glm-5.3-flash-max/hong-kong/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Hong Kong · view 3 of 4 · score 0.586" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/hong-kong" data-caption="GLM-5.3 Flash (max) · Hong Kong · view 4 of 4 · score 0.586" href="../img/glm-5.3-flash-max/hong-kong/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Hong Kong · view 4 of 4 · score 0.586" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.697</span><span class="gal-comp">Detailed 0.686 · Overview 0.762 · Physical 0.509</span><span class="gal-cost">$0.79</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/khs-house-of-baeryeom" data-caption="GLM-5.3 Flash (max) · House of Baeryeom · view 1 of 4 · score 0.697" href="../img/glm-5.3-flash-max/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · House of Baeryeom · view 1 of 4 · score 0.697" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/khs-house-of-baeryeom" data-caption="GLM-5.3 Flash (max) · House of Baeryeom · view 2 of 4 · score 0.697" href="../img/glm-5.3-flash-max/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · House of Baeryeom · view 2 of 4 · score 0.697" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/khs-house-of-baeryeom" data-caption="GLM-5.3 Flash (max) · House of Baeryeom · view 3 of 4 · score 0.697" href="../img/glm-5.3-flash-max/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · House of Baeryeom · view 3 of 4 · score 0.697" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/khs-house-of-baeryeom" data-caption="GLM-5.3 Flash (max) · House of Baeryeom · view 4 of 4 · score 0.697" href="../img/glm-5.3-flash-max/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · House of Baeryeom · view 4 of 4 · score 0.697" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.653</span><span class="gal-comp">Detailed 0.723 · Overview 0.577 · Physical 0.808</span><span class="gal-cost">$1.47</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/medieval-big-farm-town" data-caption="GLM-5.3 Flash (max) · Medieval Big Farm Town · view 1 of 4 · score 0.653" href="../img/glm-5.3-flash-max/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Medieval Big Farm Town · view 1 of 4 · score 0.653" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/medieval-big-farm-town" data-caption="GLM-5.3 Flash (max) · Medieval Big Farm Town · view 2 of 4 · score 0.653" href="../img/glm-5.3-flash-max/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Medieval Big Farm Town · view 2 of 4 · score 0.653" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/medieval-big-farm-town" data-caption="GLM-5.3 Flash (max) · Medieval Big Farm Town · view 3 of 4 · score 0.653" href="../img/glm-5.3-flash-max/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Medieval Big Farm Town · view 3 of 4 · score 0.653" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/medieval-big-farm-town" data-caption="GLM-5.3 Flash (max) · Medieval Big Farm Town · view 4 of 4 · score 0.653" href="../img/glm-5.3-flash-max/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Medieval Big Farm Town · view 4 of 4 · score 0.653" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.000</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.000</span><span class="gal-cost">$0.40</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/medieval-buildings-volume-1" data-caption="GLM-5.3 Flash (max) · Medieval Buildings · view 1 of 4 · score 0.000" href="../img/glm-5.3-flash-max/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Medieval Buildings · view 1 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/medieval-buildings-volume-1" data-caption="GLM-5.3 Flash (max) · Medieval Buildings · view 2 of 4 · score 0.000" href="../img/glm-5.3-flash-max/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Medieval Buildings · view 2 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/medieval-buildings-volume-1" data-caption="GLM-5.3 Flash (max) · Medieval Buildings · view 3 of 4 · score 0.000" href="../img/glm-5.3-flash-max/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Medieval Buildings · view 3 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/medieval-buildings-volume-1" data-caption="GLM-5.3 Flash (max) · Medieval Buildings · view 4 of 4 · score 0.000" href="../img/glm-5.3-flash-max/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Medieval Buildings · view 4 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.841</span><span class="gal-comp">Detailed 0.723 · Overview 0.870 · Physical 0.874</span><span class="gal-cost">$1.33</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/nordic-harbour" data-caption="GLM-5.3 Flash (max) · Nordic Harbour · view 1 of 4 · score 0.841" href="../img/glm-5.3-flash-max/nordic-harbour/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Nordic Harbour · view 1 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/nordic-harbour" data-caption="GLM-5.3 Flash (max) · Nordic Harbour · view 2 of 4 · score 0.841" href="../img/glm-5.3-flash-max/nordic-harbour/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Nordic Harbour · view 2 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/nordic-harbour" data-caption="GLM-5.3 Flash (max) · Nordic Harbour · view 3 of 4 · score 0.841" href="../img/glm-5.3-flash-max/nordic-harbour/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Nordic Harbour · view 3 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/nordic-harbour" data-caption="GLM-5.3 Flash (max) · Nordic Harbour · view 4 of 4 · score 0.841" href="../img/glm-5.3-flash-max/nordic-harbour/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Nordic Harbour · view 4 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.576</span><span class="gal-comp">Detailed 0.529 · Overview 0.612 · Physical 0.513</span><span class="gal-cost">$2.14</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/paris" data-caption="GLM-5.3 Flash (max) · Paris · view 1 of 4 · score 0.576" href="../img/glm-5.3-flash-max/paris/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Paris · view 1 of 4 · score 0.576" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/paris" data-caption="GLM-5.3 Flash (max) · Paris · view 2 of 4 · score 0.576" href="../img/glm-5.3-flash-max/paris/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Paris · view 2 of 4 · score 0.576" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/paris" data-caption="GLM-5.3 Flash (max) · Paris · view 3 of 4 · score 0.576" href="../img/glm-5.3-flash-max/paris/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Paris · view 3 of 4 · score 0.576" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/paris" data-caption="GLM-5.3 Flash (max) · Paris · view 4 of 4 · score 0.576" href="../img/glm-5.3-flash-max/paris/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Paris · view 4 of 4 · score 0.576" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.771</span><span class="gal-comp">Detailed 0.719 · Overview 0.755 · Physical 0.869</span><span class="gal-cost">$0.77</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/post-apocalyptic-stylized-market" data-caption="GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.771" href="../img/glm-5.3-flash-max/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/post-apocalyptic-stylized-market" data-caption="GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.771" href="../img/glm-5.3-flash-max/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/post-apocalyptic-stylized-market" data-caption="GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.771" href="../img/glm-5.3-flash-max/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/post-apocalyptic-stylized-market" data-caption="GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.771" href="../img/glm-5.3-flash-max/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.771" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.000</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.000</span><span class="gal-cost">$0.96</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/ruins" data-caption="GLM-5.3 Flash (max) · Ruins · view 1 of 4 · score 0.000" href="../img/glm-5.3-flash-max/ruins/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Ruins · view 1 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/ruins" data-caption="GLM-5.3 Flash (max) · Ruins · view 2 of 4 · score 0.000" href="../img/glm-5.3-flash-max/ruins/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Ruins · view 2 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/ruins" data-caption="GLM-5.3 Flash (max) · Ruins · view 3 of 4 · score 0.000" href="../img/glm-5.3-flash-max/ruins/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Ruins · view 3 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/ruins" data-caption="GLM-5.3 Flash (max) · Ruins · view 4 of 4 · score 0.000" href="../img/glm-5.3-flash-max/ruins/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Ruins · view 4 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.766</span><span class="gal-comp">Detailed 0.787 · Overview 0.767 · Physical 0.740</span><span class="gal-cost">$0.23</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/scifi-environment-offworld" data-caption="GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.766" href="../img/glm-5.3-flash-max/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/scifi-environment-offworld" data-caption="GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.766" href="../img/glm-5.3-flash-max/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/scifi-environment-offworld" data-caption="GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.766" href="../img/glm-5.3-flash-max/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/scifi-environment-offworld" data-caption="GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.766" href="../img/glm-5.3-flash-max/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.699</span><span class="gal-comp">Detailed 0.638 · Overview 0.712 · Physical 0.721</span><span class="gal-cost">$1.37</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/street-new-york" data-caption="GLM-5.3 Flash (max) · New York Street · view 1 of 4 · score 0.699" href="../img/glm-5.3-flash-max/street-new-york/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · New York Street · view 1 of 4 · score 0.699" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/street-new-york" data-caption="GLM-5.3 Flash (max) · New York Street · view 2 of 4 · score 0.699" href="../img/glm-5.3-flash-max/street-new-york/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · New York Street · view 2 of 4 · score 0.699" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/street-new-york" data-caption="GLM-5.3 Flash (max) · New York Street · view 3 of 4 · score 0.699" href="../img/glm-5.3-flash-max/street-new-york/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · New York Street · view 3 of 4 · score 0.699" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/street-new-york" data-caption="GLM-5.3 Flash (max) · New York Street · view 4 of 4 · score 0.699" href="../img/glm-5.3-flash-max/street-new-york/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · New York Street · view 4 of 4 · score 0.699" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.641</span><span class="gal-comp">Detailed 0.837 · Overview 0.580 · Physical 0.632</span><span class="gal-cost">$0.97</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/stylized-elven-valley" data-caption="GLM-5.3 Flash (max) · Stylized Elven Valley · view 1 of 4 · score 0.641" href="../img/glm-5.3-flash-max/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Stylized Elven Valley · view 1 of 4 · score 0.641" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/stylized-elven-valley" data-caption="GLM-5.3 Flash (max) · Stylized Elven Valley · view 2 of 4 · score 0.641" href="../img/glm-5.3-flash-max/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Stylized Elven Valley · view 2 of 4 · score 0.641" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/stylized-elven-valley" data-caption="GLM-5.3 Flash (max) · Stylized Elven Valley · view 3 of 4 · score 0.641" href="../img/glm-5.3-flash-max/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Stylized Elven Valley · view 3 of 4 · score 0.641" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/stylized-elven-valley" data-caption="GLM-5.3 Flash (max) · Stylized Elven Valley · view 4 of 4 · score 0.641" href="../img/glm-5.3-flash-max/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Stylized Elven Valley · view 4 of 4 · score 0.641" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.712</span><span class="gal-comp">Detailed 0.486 · Overview 0.840 · Physical 0.550</span><span class="gal-cost">$1.09</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/urban-decay" data-caption="GLM-5.3 Flash (max) · Urban Decay · view 1 of 4 · score 0.712" href="../img/glm-5.3-flash-max/urban-decay/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Urban Decay · view 1 of 4 · score 0.712" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/urban-decay" data-caption="GLM-5.3 Flash (max) · Urban Decay · view 2 of 4 · score 0.712" href="../img/glm-5.3-flash-max/urban-decay/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Urban Decay · view 2 of 4 · score 0.712" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/urban-decay" data-caption="GLM-5.3 Flash (max) · Urban Decay · view 3 of 4 · score 0.712" href="../img/glm-5.3-flash-max/urban-decay/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Urban Decay · view 3 of 4 · score 0.712" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/urban-decay" data-caption="GLM-5.3 Flash (max) · Urban Decay · view 4 of 4 · score 0.712" href="../img/glm-5.3-flash-max/urban-decay/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Urban Decay · view 4 of 4 · score 0.712" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.675</span><span class="gal-comp">Detailed 0.542 · Overview 0.661 · Physical 0.848</span><span class="gal-cost">$0.91</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="glm-5.3-flash-max/winter-town" data-caption="GLM-5.3 Flash (max) · Winter Town · view 1 of 4 · score 0.675" href="../img/glm-5.3-flash-max/winter-town/v0.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Winter Town · view 1 of 4 · score 0.675" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/winter-town" data-caption="GLM-5.3 Flash (max) · Winter Town · view 2 of 4 · score 0.675" href="../img/glm-5.3-flash-max/winter-town/v1.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Winter Town · view 2 of 4 · score 0.675" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/winter-town" data-caption="GLM-5.3 Flash (max) · Winter Town · view 3 of 4 · score 0.675" href="../img/glm-5.3-flash-max/winter-town/v2.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Winter Town · view 3 of 4 · score 0.675" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="glm-5.3-flash-max/winter-town" data-caption="GLM-5.3 Flash (max) · Winter Town · view 4 of 4 · score 0.675" href="../img/glm-5.3-flash-max/winter-town/v3.webp?v=20261016t2s"><img alt="GLM-5.3 Flash (max) · Winter Town · view 4 of 4 · score 0.675" decoding="async" height="270" loading="lazy" src="../img/glm-5.3-flash-max/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="muse-spark-1.3-max.html">← Muse Spark 1.3 (max)</a><a href="grok-4.7-xhigh.html">Grok 4.7 (xhigh) →</a></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>GPT-5.6 Sol (max)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>OpenAI</title><path d="M9.205 8.658v-2.26c0-.19.072-.333.238-.428l4.543-2.616c.619-.357 1.356-.523 2.117-.523 2.854 0 4.662 2.212 4.662 4.566 0 .167 0 .357-.024.547l-4.71-2.759a.797.797 0 00-.856 0l-5.97 3.473zm10.609 8.8V12.06c0-.333-.143-.57-.429-.737l-5.97-3.473 1.95-1.118a.433.433 0 01.476 0l4.543 2.617c1.309.76 2.189 2.378 2.189 3.948 0 1.808-1.07 3.473-2.76 4.163zM7.802 12.703l-1.95-1.142c-.167-.095-.239-.238-.239-.428V5.899c0-2.545 1.95-4.472 4.591-4.472 1 0 1.927.333 2.712.928L8.23 5.067c-.285.166-.428.404-.428.737v6.898zM12 15.128l-2.795-1.57v-3.33L12 8.658l2.795 1.57v3.33L12 15.128zm1.796 7.23c-1 0-1.927-.332-2.712-.927l4.686-2.712c.285-.166.428-.404.428-.737v-6.898l1.974 1.142c.167.095.238.238.238.428v5.233c0 2.545-1.974 4.472-4.614 4.472zm-5.637-5.303l-4.544-2.617c-1.308-.761-2.188-2.378-2.188-3.948A4.482 4.482 0 014.21 6.327v5.423c0 .333.143.571.428.738l5.947 3.449-1.95 1.118a.432.432 0 01-.476 0zm-.262 3.9c-2.688 0-4.662-2.021-4.662-4.519 0-.19.024-.38.047-.57l4.686 2.71c.286.167.571.167.856 0l5.97-3.448v2.26c0 .19-.07.333-.237.428l-4.543 2.616c-.619.357-1.356.523-2.117.523zm5.899 2.83a5.947 5.947 0 005.827-4.756C22.287 18.339 24 15.84 24 13.296c0-1.665-.713-3.282-1.998-4.448.119-.5.19-.999.19-1.498 0-3.401-2.759-5.947-5.946-5.947-.642 0-1.26.095-1.88.31A5.962 5.962 0 0010.205 0a5.947 5.947 0 00-5.827 4.757C1.713 5.447 0 7.945 0 10.49c0 1.666.713 3.283 1.998 4.448-.119.5-.19 1-.19 1.499 0 3.401 2.759 5.946 5.946 5.946.642 0 1.26-.095 1.88-.309a5.96 5.96 0 004.162 1.713z"></path></svg></span>GPT-5.6 Sol (max)</h1><p class="section-desc">OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>7 <span>of 15</span></b></div><div><small>Score</small><b>0.723</b></div><div><small>Detailed</small><b>0.640</b></div><div><small>Overview</small><b>0.713</b></div><div><small>Physical</small><b>0.836</b></div><div><small>Median cost</small><b>$6.87</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.828</span><span class="gal-comp">Detailed 0.596 · Overview 0.850 · Physical 0.995</span><span class="gal-cost">$11.38</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/abandoned-psychiatric-hospital" data-caption="GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.828" href="../img/gpt-5.6-sol-max/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/abandoned-psychiatric-hospital" data-caption="GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.828" href="../img/gpt-5.6-sol-max/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/abandoned-psychiatric-hospital" data-caption="GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.828" href="../img/gpt-5.6-sol-max/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/abandoned-psychiatric-hospital" data-caption="GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.828" href="../img/gpt-5.6-sol-max/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.753</span><span class="gal-comp">Detailed 0.696 · Overview 0.703 · Physical 0.962</span><span class="gal-cost">$3.37</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/blue-city" data-caption="GPT-5.6 Sol (max) · Blue City · view 1 of 4 · score 0.753" href="../img/gpt-5.6-sol-max/blue-city/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Blue City · view 1 of 4 · score 0.753" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/blue-city" data-caption="GPT-5.6 Sol (max) · Blue City · view 2 of 4 · score 0.753" href="../img/gpt-5.6-sol-max/blue-city/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Blue City · view 2 of 4 · score 0.753" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/blue-city" data-caption="GPT-5.6 Sol (max) · Blue City · view 3 of 4 · score 0.753" href="../img/gpt-5.6-sol-max/blue-city/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Blue City · view 3 of 4 · score 0.753" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/blue-city" data-caption="GPT-5.6 Sol (max) · Blue City · view 4 of 4 · score 0.753" href="../img/gpt-5.6-sol-max/blue-city/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Blue City · view 4 of 4 · score 0.753" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.679</span><span class="gal-comp">Detailed 0.673 · Overview 0.637 · Physical 0.810</span><span class="gal-cost">$10.22</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/castleriver" data-caption="GPT-5.6 Sol (max) · Castle River · view 1 of 4 · score 0.679" href="../img/gpt-5.6-sol-max/castleriver/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Castle River · view 1 of 4 · score 0.679" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/castleriver" data-caption="GPT-5.6 Sol (max) · Castle River · view 2 of 4 · score 0.679" href="../img/gpt-5.6-sol-max/castleriver/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Castle River · view 2 of 4 · score 0.679" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/castleriver" data-caption="GPT-5.6 Sol (max) · Castle River · view 3 of 4 · score 0.679" href="../img/gpt-5.6-sol-max/castleriver/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Castle River · view 3 of 4 · score 0.679" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/castleriver" data-caption="GPT-5.6 Sol (max) · Castle River · view 4 of 4 · score 0.679" href="../img/gpt-5.6-sol-max/castleriver/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Castle River · view 4 of 4 · score 0.679" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.789</span><span class="gal-comp">Detailed 0.864 · Overview 0.727 · Physical 0.899</span><span class="gal-cost">$7.32</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/cyberpunk" data-caption="GPT-5.6 Sol (max) · Cyberpunk · view 1 of 4 · score 0.789" href="../img/gpt-5.6-sol-max/cyberpunk/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Cyberpunk · view 1 of 4 · score 0.789" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/cyberpunk" data-caption="GPT-5.6 Sol (max) · Cyberpunk · view 2 of 4 · score 0.789" href="../img/gpt-5.6-sol-max/cyberpunk/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Cyberpunk · view 2 of 4 · score 0.789" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/cyberpunk" data-caption="GPT-5.6 Sol (max) · Cyberpunk · view 3 of 4 · score 0.789" href="../img/gpt-5.6-sol-max/cyberpunk/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Cyberpunk · view 3 of 4 · score 0.789" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/cyberpunk" data-caption="GPT-5.6 Sol (max) · Cyberpunk · view 4 of 4 · score 0.789" href="../img/gpt-5.6-sol-max/cyberpunk/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Cyberpunk · view 4 of 4 · score 0.789" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.773</span><span class="gal-comp">Detailed 0.845 · Overview 0.746 · Physical 0.778</span><span class="gal-cost">$4.90</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/egyptian-temple" data-caption="GPT-5.6 Sol (max) · Egyptian Temple · view 1 of 4 · score 0.773" href="../img/gpt-5.6-sol-max/egyptian-temple/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Egyptian Temple · view 1 of 4 · score 0.773" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/egyptian-temple" data-caption="GPT-5.6 Sol (max) · Egyptian Temple · view 2 of 4 · score 0.773" href="../img/gpt-5.6-sol-max/egyptian-temple/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Egyptian Temple · view 2 of 4 · score 0.773" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/egyptian-temple" data-caption="GPT-5.6 Sol (max) · Egyptian Temple · view 3 of 4 · score 0.773" href="../img/gpt-5.6-sol-max/egyptian-temple/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Egyptian Temple · view 3 of 4 · score 0.773" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/egyptian-temple" data-caption="GPT-5.6 Sol (max) · Egyptian Temple · view 4 of 4 · score 0.773" href="../img/gpt-5.6-sol-max/egyptian-temple/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Egyptian Temple · view 4 of 4 · score 0.773" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.812</span><span class="gal-comp">Detailed 0.638 · Overview 0.807 · Physical 1.000</span><span class="gal-cost">$4.75</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/european-street-3d-scene" data-caption="GPT-5.6 Sol (max) · European Street · view 1 of 4 · score 0.812" href="../img/gpt-5.6-sol-max/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · European Street · view 1 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/european-street-3d-scene" data-caption="GPT-5.6 Sol (max) · European Street · view 2 of 4 · score 0.812" href="../img/gpt-5.6-sol-max/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · European Street · view 2 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/european-street-3d-scene" data-caption="GPT-5.6 Sol (max) · European Street · view 3 of 4 · score 0.812" href="../img/gpt-5.6-sol-max/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · European Street · view 3 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/european-street-3d-scene" data-caption="GPT-5.6 Sol (max) · European Street · view 4 of 4 · score 0.812" href="../img/gpt-5.6-sol-max/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · European Street · view 4 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.838</span><span class="gal-comp">Detailed 0.784 · Overview 0.820 · Physical 0.948</span><span class="gal-cost">$5.44</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/factory-environment" data-caption="GPT-5.6 Sol (max) · Factory Environment · view 1 of 4 · score 0.838" href="../img/gpt-5.6-sol-max/factory-environment/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Factory Environment · view 1 of 4 · score 0.838" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/factory-environment" data-caption="GPT-5.6 Sol (max) · Factory Environment · view 2 of 4 · score 0.838" href="../img/gpt-5.6-sol-max/factory-environment/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Factory Environment · view 2 of 4 · score 0.838" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/factory-environment" data-caption="GPT-5.6 Sol (max) · Factory Environment · view 3 of 4 · score 0.838" href="../img/gpt-5.6-sol-max/factory-environment/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Factory Environment · view 3 of 4 · score 0.838" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/factory-environment" data-caption="GPT-5.6 Sol (max) · Factory Environment · view 4 of 4 · score 0.838" href="../img/gpt-5.6-sol-max/factory-environment/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Factory Environment · view 4 of 4 · score 0.838" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.774</span><span class="gal-comp">Detailed 0.743 · Overview 0.844 · Physical 0.598</span><span class="gal-cost">$5.99</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed fa��ades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/hong-kong" data-caption="GPT-5.6 Sol (max) · Hong Kong · view 1 of 4 · score 0.774" href="../img/gpt-5.6-sol-max/hong-kong/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Hong Kong · view 1 of 4 · score 0.774" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/hong-kong" data-caption="GPT-5.6 Sol (max) · Hong Kong · view 2 of 4 · score 0.774" href="../img/gpt-5.6-sol-max/hong-kong/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Hong Kong · view 2 of 4 · score 0.774" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/hong-kong" data-caption="GPT-5.6 Sol (max) · Hong Kong · view 3 of 4 · score 0.774" href="../img/gpt-5.6-sol-max/hong-kong/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Hong Kong · view 3 of 4 · score 0.774" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/hong-kong" data-caption="GPT-5.6 Sol (max) · Hong Kong · view 4 of 4 · score 0.774" href="../img/gpt-5.6-sol-max/hong-kong/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Hong Kong · view 4 of 4 · score 0.774" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.818</span><span class="gal-comp">Detailed 0.721 · Overview 0.795 · Physical 0.983</span><span class="gal-cost">$6.83</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/khs-house-of-baeryeom" data-caption="GPT-5.6 Sol (max) · House of Baeryeom · view 1 of 4 · score 0.818" href="../img/gpt-5.6-sol-max/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · House of Baeryeom · view 1 of 4 · score 0.818" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/khs-house-of-baeryeom" data-caption="GPT-5.6 Sol (max) · House of Baeryeom · view 2 of 4 · score 0.818" href="../img/gpt-5.6-sol-max/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · House of Baeryeom · view 2 of 4 · score 0.818" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/khs-house-of-baeryeom" data-caption="GPT-5.6 Sol (max) · House of Baeryeom · view 3 of 4 · score 0.818" href="../img/gpt-5.6-sol-max/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · House of Baeryeom · view 3 of 4 · score 0.818" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/khs-house-of-baeryeom" data-caption="GPT-5.6 Sol (max) · House of Baeryeom · view 4 of 4 · score 0.818" href="../img/gpt-5.6-sol-max/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · House of Baeryeom · view 4 of 4 · score 0.818" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.707</span><span class="gal-comp">Detailed 0.605 · Overview 0.661 · Physical 0.948</span><span class="gal-cost">$6.69</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/medieval-big-farm-town" data-caption="GPT-5.6 Sol (max) · Medieval Big Farm Town · view 1 of 4 · score 0.707" href="../img/gpt-5.6-sol-max/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Medieval Big Farm Town · view 1 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/medieval-big-farm-town" data-caption="GPT-5.6 Sol (max) · Medieval Big Farm Town · view 2 of 4 · score 0.707" href="../img/gpt-5.6-sol-max/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Medieval Big Farm Town · view 2 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/medieval-big-farm-town" data-caption="GPT-5.6 Sol (max) · Medieval Big Farm Town · view 3 of 4 · score 0.707" href="../img/gpt-5.6-sol-max/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Medieval Big Farm Town · view 3 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/medieval-big-farm-town" data-caption="GPT-5.6 Sol (max) · Medieval Big Farm Town · view 4 of 4 · score 0.707" href="../img/gpt-5.6-sol-max/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Medieval Big Farm Town · view 4 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.714</span><span class="gal-comp">Detailed 0.689 · Overview 0.669 · Physical 0.873</span><span class="gal-cost">$2.97</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/medieval-buildings-volume-1" data-caption="GPT-5.6 Sol (max) · Medieval Buildings · view 1 of 4 · score 0.714" href="../img/gpt-5.6-sol-max/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Medieval Buildings · view 1 of 4 · score 0.714" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/medieval-buildings-volume-1" data-caption="GPT-5.6 Sol (max) · Medieval Buildings · view 2 of 4 · score 0.714" href="../img/gpt-5.6-sol-max/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Medieval Buildings · view 2 of 4 · score 0.714" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/medieval-buildings-volume-1" data-caption="GPT-5.6 Sol (max) · Medieval Buildings · view 3 of 4 · score 0.714" href="../img/gpt-5.6-sol-max/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Medieval Buildings · view 3 of 4 · score 0.714" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/medieval-buildings-volume-1" data-caption="GPT-5.6 Sol (max) · Medieval Buildings · view 4 of 4 · score 0.714" href="../img/gpt-5.6-sol-max/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Medieval Buildings · view 4 of 4 · score 0.714" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.777</span><span class="gal-comp">Detailed 0.640 · Overview 0.832 · Physical 0.750</span><span class="gal-cost">$10.17</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/nordic-harbour" data-caption="GPT-5.6 Sol (max) · Nordic Harbour · view 1 of 4 · score 0.777" href="../img/gpt-5.6-sol-max/nordic-harbour/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Nordic Harbour · view 1 of 4 · score 0.777" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/nordic-harbour" data-caption="GPT-5.6 Sol (max) · Nordic Harbour · view 2 of 4 · score 0.777" href="../img/gpt-5.6-sol-max/nordic-harbour/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Nordic Harbour · view 2 of 4 · score 0.777" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/nordic-harbour" data-caption="GPT-5.6 Sol (max) · Nordic Harbour · view 3 of 4 · score 0.777" href="../img/gpt-5.6-sol-max/nordic-harbour/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Nordic Harbour · view 3 of 4 · score 0.777" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/nordic-harbour" data-caption="GPT-5.6 Sol (max) · Nordic Harbour · view 4 of 4 · score 0.777" href="../img/gpt-5.6-sol-max/nordic-harbour/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Nordic Harbour · view 4 of 4 · score 0.777" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.601</span><span class="gal-comp">Detailed 0.567 · Overview 0.612 · Physical 0.602</span><span class="gal-cost">$6.90</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/paris" data-caption="GPT-5.6 Sol (max) · Paris · view 1 of 4 · score 0.601" href="../img/gpt-5.6-sol-max/paris/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Paris · view 1 of 4 · score 0.601" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/paris" data-caption="GPT-5.6 Sol (max) · Paris · view 2 of 4 · score 0.601" href="../img/gpt-5.6-sol-max/paris/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Paris · view 2 of 4 · score 0.601" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/paris" data-caption="GPT-5.6 Sol (max) · Paris · view 3 of 4 · score 0.601" href="../img/gpt-5.6-sol-max/paris/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Paris · view 3 of 4 · score 0.601" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/paris" data-caption="GPT-5.6 Sol (max) · Paris · view 4 of 4 · score 0.601" href="../img/gpt-5.6-sol-max/paris/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Paris · view 4 of 4 · score 0.601" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.773</span><span class="gal-comp">Detailed 0.684 · Overview 0.771 · Physical 0.868</span><span class="gal-cost">$8.16</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/post-apocalyptic-stylized-market" data-caption="GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.773" href="../img/gpt-5.6-sol-max/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.773" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/post-apocalyptic-stylized-market" data-caption="GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.773" href="../img/gpt-5.6-sol-max/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.773" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/post-apocalyptic-stylized-market" data-caption="GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.773" href="../img/gpt-5.6-sol-max/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.773" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/post-apocalyptic-stylized-market" data-caption="GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.773" href="../img/gpt-5.6-sol-max/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.773" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.663</span><span class="gal-comp">Detailed 0.443 · Overview 0.633 · Physical 0.970</span><span class="gal-cost">$8.48</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/ruins" data-caption="GPT-5.6 Sol (max) · Ruins · view 1 of 4 · score 0.663" href="../img/gpt-5.6-sol-max/ruins/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Ruins · view 1 of 4 · score 0.663" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/ruins" data-caption="GPT-5.6 Sol (max) · Ruins · view 2 of 4 · score 0.663" href="../img/gpt-5.6-sol-max/ruins/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Ruins · view 2 of 4 · score 0.663" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/ruins" data-caption="GPT-5.6 Sol (max) · Ruins · view 3 of 4 · score 0.663" href="../img/gpt-5.6-sol-max/ruins/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Ruins · view 3 of 4 · score 0.663" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/ruins" data-caption="GPT-5.6 Sol (max) · Ruins · view 4 of 4 · score 0.663" href="../img/gpt-5.6-sol-max/ruins/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Ruins · view 4 of 4 · score 0.663" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.827</span><span class="gal-comp">Detailed 0.612 · Overview 0.840 · Physical 1.000</span><span class="gal-cost">$6.79</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/scifi-environment-offworld" data-caption="GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.827" href="../img/gpt-5.6-sol-max/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.827" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/scifi-environment-offworld" data-caption="GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.827" href="../img/gpt-5.6-sol-max/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.827" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/scifi-environment-offworld" data-caption="GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.827" href="../img/gpt-5.6-sol-max/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.827" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/scifi-environment-offworld" data-caption="GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.827" href="../img/gpt-5.6-sol-max/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.827" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.806</span><span class="gal-comp">Detailed 0.708 · Overview 0.819 · Physical 0.865</span><span class="gal-cost">$14.43</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/street-new-york" data-caption="GPT-5.6 Sol (max) · New York Street · view 1 of 4 · score 0.806" href="../img/gpt-5.6-sol-max/street-new-york/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · New York Street · view 1 of 4 · score 0.806" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/street-new-york" data-caption="GPT-5.6 Sol (max) · New York Street · view 2 of 4 · score 0.806" href="../img/gpt-5.6-sol-max/street-new-york/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · New York Street · view 2 of 4 · score 0.806" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/street-new-york" data-caption="GPT-5.6 Sol (max) · New York Street · view 3 of 4 · score 0.806" href="../img/gpt-5.6-sol-max/street-new-york/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · New York Street · view 3 of 4 · score 0.806" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/street-new-york" data-caption="GPT-5.6 Sol (max) · New York Street · view 4 of 4 · score 0.806" href="../img/gpt-5.6-sol-max/street-new-york/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · New York Street · view 4 of 4 · score 0.806" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.000</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.000</span><span class="gal-cost">$5.25</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/stylized-elven-valley" data-caption="GPT-5.6 Sol (max) · Stylized Elven Valley · view 1 of 4 · score 0.000" href="../img/gpt-5.6-sol-max/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Stylized Elven Valley · view 1 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/stylized-elven-valley" data-caption="GPT-5.6 Sol (max) · Stylized Elven Valley · view 2 of 4 · score 0.000" href="../img/gpt-5.6-sol-max/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Stylized Elven Valley · view 2 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/stylized-elven-valley" data-caption="GPT-5.6 Sol (max) · Stylized Elven Valley · view 3 of 4 · score 0.000" href="../img/gpt-5.6-sol-max/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Stylized Elven Valley · view 3 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/stylized-elven-valley" data-caption="GPT-5.6 Sol (max) · Stylized Elven Valley · view 4 of 4 · score 0.000" href="../img/gpt-5.6-sol-max/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Stylized Elven Valley · view 4 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.784</span><span class="gal-comp">Detailed 0.728 · Overview 0.730 · Physical 1.000</span><span class="gal-cost">$12.59</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/urban-decay" data-caption="GPT-5.6 Sol (max) · Urban Decay · view 1 of 4 · score 0.784" href="../img/gpt-5.6-sol-max/urban-decay/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Urban Decay · view 1 of 4 · score 0.784" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/urban-decay" data-caption="GPT-5.6 Sol (max) · Urban Decay · view 2 of 4 · score 0.784" href="../img/gpt-5.6-sol-max/urban-decay/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Urban Decay · view 2 of 4 · score 0.784" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/urban-decay" data-caption="GPT-5.6 Sol (max) · Urban Decay · view 3 of 4 · score 0.784" href="../img/gpt-5.6-sol-max/urban-decay/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Urban Decay · view 3 of 4 · score 0.784" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/urban-decay" data-caption="GPT-5.6 Sol (max) · Urban Decay · view 4 of 4 · score 0.784" href="../img/gpt-5.6-sol-max/urban-decay/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Urban Decay · view 4 of 4 · score 0.784" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.749</span><span class="gal-comp">Detailed 0.560 · Overview 0.773 · Physical 0.865</span><span class="gal-cost">$10.29</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="gpt-5.6-sol-max/winter-town" data-caption="GPT-5.6 Sol (max) · Winter Town · view 1 of 4 · score 0.749" href="../img/gpt-5.6-sol-max/winter-town/v0.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Winter Town · view 1 of 4 · score 0.749" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/winter-town" data-caption="GPT-5.6 Sol (max) · Winter Town · view 2 of 4 · score 0.749" href="../img/gpt-5.6-sol-max/winter-town/v1.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Winter Town · view 2 of 4 · score 0.749" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/winter-town" data-caption="GPT-5.6 Sol (max) · Winter Town · view 3 of 4 · score 0.749" href="../img/gpt-5.6-sol-max/winter-town/v2.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Winter Town · view 3 of 4 · score 0.749" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-5.6-sol-max/winter-town" data-caption="GPT-5.6 Sol (max) · Winter Town · view 4 of 4 · score 0.749" href="../img/gpt-5.6-sol-max/winter-town/v3.webp?v=20261016t2s"><img alt="GPT-5.6 Sol (max) · Winter Town · view 4 of 4 · score 0.749" decoding="async" height="270" loading="lazy" src="../img/gpt-5.6-sol-max/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="gemini-4-argon-high.html">← Gemini 4 Argon (high)</a><a href="claude-haiku-5.5-max.html">Claude Haiku 5.5 (max) →</a></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>GPT-6 Astra (max)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>OpenAI</title><path d="M9.205 8.658v-2.26c0-.19.072-.333.238-.428l4.543-2.616c.619-.357 1.356-.523 2.117-.523 2.854 0 4.662 2.212 4.662 4.566 0 .167 0 .357-.024.547l-4.71-2.759a.797.797 0 00-.856 0l-5.97 3.473zm10.609 8.8V12.06c0-.333-.143-.57-.429-.737l-5.97-3.473 1.95-1.118a.433.433 0 01.476 0l4.543 2.617c1.309.76 2.189 2.378 2.189 3.948 0 1.808-1.07 3.473-2.76 4.163zM7.802 12.703l-1.95-1.142c-.167-.095-.239-.238-.239-.428V5.899c0-2.545 1.95-4.472 4.591-4.472 1 0 1.927.333 2.712.928L8.23 5.067c-.285.166-.428.404-.428.737v6.898zM12 15.128l-2.795-1.57v-3.33L12 8.658l2.795 1.57v3.33L12 15.128zm1.796 7.23c-1 0-1.927-.332-2.712-.927l4.686-2.712c.285-.166.428-.404.428-.737v-6.898l1.974 1.142c.167.095.238.238.238.428v5.233c0 2.545-1.974 4.472-4.614 4.472zm-5.637-5.303l-4.544-2.617c-1.308-.761-2.188-2.378-2.188-3.948A4.482 4.482 0 014.21 6.327v5.423c0 .333.143.571.428.738l5.947 3.449-1.95 1.118a.432.432 0 01-.476 0zm-.262 3.9c-2.688 0-4.662-2.021-4.662-4.519 0-.19.024-.38.047-.57l4.686 2.71c.286.167.571.167.856 0l5.97-3.448v2.26c0 .19-.07.333-.237.428l-4.543 2.616c-.619.357-1.356.523-2.117.523zm5.899 2.83a5.947 5.947 0 005.827-4.756C22.287 18.339 24 15.84 24 13.296c0-1.665-.713-3.282-1.998-4.448.119-.5.19-.999.19-1.498 0-3.401-2.759-5.947-5.946-5.947-.642 0-1.26.095-1.88.31A5.962 5.962 0 0010.205 0a5.947 5.947 0 00-5.827 4.757C1.713 5.447 0 7.945 0 10.49c0 1.666.713 3.283 1.998 4.448-.119.5-.19 1-.19 1.499 0 3.401 2.759 5.946 5.946 5.946.642 0 1.26-.095 1.88-.309a5.96 5.96 0 004.162 1.713z"></path></svg></span>GPT-6 Astra (max)</h1><p class="section-desc">OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>4 <span>of 15</span></b></div><div><small>Score</small><b>0.790</b></div><div><small>Detailed</small><b>0.760</b></div><div><small>Overview</small><b>0.811</b></div><div><small>Physical</small><b>0.759</b></div><div><small>Median cost</small><b>$14.25</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.757</span><span class="gal-comp">Detailed 0.826 · Overview 0.735 · Physical 0.756</span><span class="gal-cost">$16.75</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/abandoned-psychiatric-hospital" data-caption="GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.757" href="../img/gpt-6-astra-max/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.757" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/abandoned-psychiatric-hospital" data-caption="GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.757" href="../img/gpt-6-astra-max/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.757" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/abandoned-psychiatric-hospital" data-caption="GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.757" href="../img/gpt-6-astra-max/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.757" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/abandoned-psychiatric-hospital" data-caption="GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.757" href="../img/gpt-6-astra-max/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.757" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.814</span><span class="gal-comp">Detailed 0.744 · Overview 0.784 · Physical 0.974</span><span class="gal-cost">$25.91</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/blue-city" data-caption="GPT-6 Astra (max) · Blue City · view 1 of 4 · score 0.814" href="../img/gpt-6-astra-max/blue-city/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Blue City · view 1 of 4 · score 0.814" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/blue-city" data-caption="GPT-6 Astra (max) · Blue City · view 2 of 4 · score 0.814" href="../img/gpt-6-astra-max/blue-city/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Blue City · view 2 of 4 · score 0.814" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/blue-city" data-caption="GPT-6 Astra (max) · Blue City · view 3 of 4 · score 0.814" href="../img/gpt-6-astra-max/blue-city/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Blue City · view 3 of 4 · score 0.814" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/blue-city" data-caption="GPT-6 Astra (max) · Blue City · view 4 of 4 · score 0.814" href="../img/gpt-6-astra-max/blue-city/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Blue City · view 4 of 4 · score 0.814" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.751</span><span class="gal-comp">Detailed 0.806 · Overview 0.897 · Physical 0.260</span><span class="gal-cost">$13.71</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/castleriver" data-caption="GPT-6 Astra (max) · Castle River · view 1 of 4 · score 0.751" href="../img/gpt-6-astra-max/castleriver/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Castle River · view 1 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/castleriver" data-caption="GPT-6 Astra (max) · Castle River · view 2 of 4 · score 0.751" href="../img/gpt-6-astra-max/castleriver/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Castle River · view 2 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/castleriver" data-caption="GPT-6 Astra (max) · Castle River · view 3 of 4 · score 0.751" href="../img/gpt-6-astra-max/castleriver/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Castle River · view 3 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/castleriver" data-caption="GPT-6 Astra (max) · Castle River · view 4 of 4 · score 0.751" href="../img/gpt-6-astra-max/castleriver/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Castle River · view 4 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.827</span><span class="gal-comp">Detailed 0.810 · Overview 0.779 · Physical 0.986</span><span class="gal-cost">$14.78</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/cyberpunk" data-caption="GPT-6 Astra (max) · Cyberpunk · view 1 of 4 · score 0.827" href="../img/gpt-6-astra-max/cyberpunk/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Cyberpunk · view 1 of 4 · score 0.827" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/cyberpunk" data-caption="GPT-6 Astra (max) · Cyberpunk · view 2 of 4 · score 0.827" href="../img/gpt-6-astra-max/cyberpunk/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Cyberpunk · view 2 of 4 · score 0.827" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/cyberpunk" data-caption="GPT-6 Astra (max) · Cyberpunk · view 3 of 4 · score 0.827" href="../img/gpt-6-astra-max/cyberpunk/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Cyberpunk · view 3 of 4 · score 0.827" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/cyberpunk" data-caption="GPT-6 Astra (max) · Cyberpunk · view 4 of 4 · score 0.827" href="../img/gpt-6-astra-max/cyberpunk/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Cyberpunk · view 4 of 4 · score 0.827" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.850</span><span class="gal-comp">Detailed 0.838 · Overview 0.833 · Physical 0.913</span><span class="gal-cost">$10.24</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/egyptian-temple" data-caption="GPT-6 Astra (max) · Egyptian Temple · view 1 of 4 · score 0.850" href="../img/gpt-6-astra-max/egyptian-temple/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Egyptian Temple · view 1 of 4 · score 0.850" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/egyptian-temple" data-caption="GPT-6 Astra (max) · Egyptian Temple · view 2 of 4 · score 0.850" href="../img/gpt-6-astra-max/egyptian-temple/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Egyptian Temple · view 2 of 4 · score 0.850" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/egyptian-temple" data-caption="GPT-6 Astra (max) · Egyptian Temple · view 3 of 4 · score 0.850" href="../img/gpt-6-astra-max/egyptian-temple/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Egyptian Temple · view 3 of 4 · score 0.850" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/egyptian-temple" data-caption="GPT-6 Astra (max) · Egyptian Temple · view 4 of 4 · score 0.850" href="../img/gpt-6-astra-max/egyptian-temple/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Egyptian Temple · view 4 of 4 · score 0.850" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.743</span><span class="gal-comp">Detailed 0.669 · Overview 0.765 · Physical 0.750</span><span class="gal-cost">$10.48</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/european-street-3d-scene" data-caption="GPT-6 Astra (max) · European Street · view 1 of 4 · score 0.743" href="../img/gpt-6-astra-max/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · European Street · view 1 of 4 · score 0.743" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/european-street-3d-scene" data-caption="GPT-6 Astra (max) · European Street · view 2 of 4 · score 0.743" href="../img/gpt-6-astra-max/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · European Street · view 2 of 4 · score 0.743" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/european-street-3d-scene" data-caption="GPT-6 Astra (max) · European Street · view 3 of 4 · score 0.743" href="../img/gpt-6-astra-max/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · European Street · view 3 of 4 · score 0.743" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/european-street-3d-scene" data-caption="GPT-6 Astra (max) · European Street · view 4 of 4 · score 0.743" href="../img/gpt-6-astra-max/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · European Street · view 4 of 4 · score 0.743" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.839</span><span class="gal-comp">Detailed 0.825 · Overview 0.835 · Physical 0.867</span><span class="gal-cost">$12.38</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/factory-environment" data-caption="GPT-6 Astra (max) · Factory Environment · view 1 of 4 · score 0.839" href="../img/gpt-6-astra-max/factory-environment/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Factory Environment · view 1 of 4 · score 0.839" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/factory-environment" data-caption="GPT-6 Astra (max) · Factory Environment · view 2 of 4 · score 0.839" href="../img/gpt-6-astra-max/factory-environment/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Factory Environment · view 2 of 4 · score 0.839" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/factory-environment" data-caption="GPT-6 Astra (max) · Factory Environment · view 3 of 4 · score 0.839" href="../img/gpt-6-astra-max/factory-environment/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Factory Environment · view 3 of 4 · score 0.839" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/factory-environment" data-caption="GPT-6 Astra (max) · Factory Environment · view 4 of 4 · score 0.839" href="../img/gpt-6-astra-max/factory-environment/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Factory Environment · view 4 of 4 · score 0.839" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.683</span><span class="gal-comp">Detailed 0.783 · Overview 0.692 · Physical 0.557</span><span class="gal-cost">$19.89</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/hong-kong" data-caption="GPT-6 Astra (max) · Hong Kong · view 1 of 4 · score 0.683" href="../img/gpt-6-astra-max/hong-kong/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Hong Kong · view 1 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/hong-kong" data-caption="GPT-6 Astra (max) · Hong Kong · view 2 of 4 · score 0.683" href="../img/gpt-6-astra-max/hong-kong/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Hong Kong · view 2 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/hong-kong" data-caption="GPT-6 Astra (max) · Hong Kong · view 3 of 4 · score 0.683" href="../img/gpt-6-astra-max/hong-kong/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Hong Kong · view 3 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/hong-kong" data-caption="GPT-6 Astra (max) · Hong Kong · view 4 of 4 · score 0.683" href="../img/gpt-6-astra-max/hong-kong/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Hong Kong · view 4 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.813</span><span class="gal-comp">Detailed 0.705 · Overview 0.787 · Physical 1.000</span><span class="gal-cost">$12.69</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/khs-house-of-baeryeom" data-caption="GPT-6 Astra (max) · House of Baeryeom · view 1 of 4 · score 0.813" href="../img/gpt-6-astra-max/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · House of Baeryeom · view 1 of 4 · score 0.813" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/khs-house-of-baeryeom" data-caption="GPT-6 Astra (max) · House of Baeryeom · view 2 of 4 · score 0.813" href="../img/gpt-6-astra-max/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · House of Baeryeom · view 2 of 4 · score 0.813" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/khs-house-of-baeryeom" data-caption="GPT-6 Astra (max) · House of Baeryeom · view 3 of 4 · score 0.813" href="../img/gpt-6-astra-max/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · House of Baeryeom · view 3 of 4 · score 0.813" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/khs-house-of-baeryeom" data-caption="GPT-6 Astra (max) · House of Baeryeom · view 4 of 4 · score 0.813" href="../img/gpt-6-astra-max/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · House of Baeryeom · view 4 of 4 · score 0.813" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.794</span><span class="gal-comp">Detailed 0.761 · Overview 0.910 · Physical 0.482</span><span class="gal-cost">$22.60</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/medieval-big-farm-town" data-caption="GPT-6 Astra (max) · Medieval Big Farm Town · view 1 of 4 · score 0.794" href="../img/gpt-6-astra-max/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Medieval Big Farm Town · view 1 of 4 · score 0.794" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/medieval-big-farm-town" data-caption="GPT-6 Astra (max) · Medieval Big Farm Town · view 2 of 4 · score 0.794" href="../img/gpt-6-astra-max/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Medieval Big Farm Town · view 2 of 4 · score 0.794" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/medieval-big-farm-town" data-caption="GPT-6 Astra (max) · Medieval Big Farm Town · view 3 of 4 · score 0.794" href="../img/gpt-6-astra-max/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Medieval Big Farm Town · view 3 of 4 · score 0.794" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/medieval-big-farm-town" data-caption="GPT-6 Astra (max) · Medieval Big Farm Town · view 4 of 4 · score 0.794" href="../img/gpt-6-astra-max/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Medieval Big Farm Town · view 4 of 4 · score 0.794" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.717</span><span class="gal-comp">Detailed 0.751 · Overview 0.763 · Physical 0.543</span><span class="gal-cost">$20.60</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/medieval-buildings-volume-1" data-caption="GPT-6 Astra (max) · Medieval Buildings · view 1 of 4 · score 0.717" href="../img/gpt-6-astra-max/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Medieval Buildings · view 1 of 4 · score 0.717" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/medieval-buildings-volume-1" data-caption="GPT-6 Astra (max) · Medieval Buildings · view 2 of 4 · score 0.717" href="../img/gpt-6-astra-max/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Medieval Buildings · view 2 of 4 · score 0.717" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/medieval-buildings-volume-1" data-caption="GPT-6 Astra (max) · Medieval Buildings · view 3 of 4 · score 0.717" href="../img/gpt-6-astra-max/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Medieval Buildings · view 3 of 4 · score 0.717" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/medieval-buildings-volume-1" data-caption="GPT-6 Astra (max) · Medieval Buildings · view 4 of 4 · score 0.717" href="../img/gpt-6-astra-max/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Medieval Buildings · view 4 of 4 · score 0.717" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.821</span><span class="gal-comp">Detailed 0.686 · Overview 0.901 · Physical 0.718</span><span class="gal-cost">$11.80</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/nordic-harbour" data-caption="GPT-6 Astra (max) · Nordic Harbour · view 1 of 4 · score 0.821" href="../img/gpt-6-astra-max/nordic-harbour/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Nordic Harbour · view 1 of 4 · score 0.821" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/nordic-harbour" data-caption="GPT-6 Astra (max) · Nordic Harbour · view 2 of 4 · score 0.821" href="../img/gpt-6-astra-max/nordic-harbour/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Nordic Harbour · view 2 of 4 · score 0.821" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/nordic-harbour" data-caption="GPT-6 Astra (max) · Nordic Harbour · view 3 of 4 · score 0.821" href="../img/gpt-6-astra-max/nordic-harbour/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Nordic Harbour · view 3 of 4 · score 0.821" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/nordic-harbour" data-caption="GPT-6 Astra (max) · Nordic Harbour · view 4 of 4 · score 0.821" href="../img/gpt-6-astra-max/nordic-harbour/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Nordic Harbour · view 4 of 4 · score 0.821" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.828</span><span class="gal-comp">Detailed 0.694 · Overview 0.918 · Physical 0.690</span><span class="gal-cost">$37.04</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/paris" data-caption="GPT-6 Astra (max) · Paris · view 1 of 4 · score 0.828" href="../img/gpt-6-astra-max/paris/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Paris · view 1 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/paris" data-caption="GPT-6 Astra (max) · Paris · view 2 of 4 · score 0.828" href="../img/gpt-6-astra-max/paris/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Paris · view 2 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/paris" data-caption="GPT-6 Astra (max) · Paris · view 3 of 4 · score 0.828" href="../img/gpt-6-astra-max/paris/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Paris · view 3 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/paris" data-caption="GPT-6 Astra (max) · Paris · view 4 of 4 · score 0.828" href="../img/gpt-6-astra-max/paris/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Paris · view 4 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.833</span><span class="gal-comp">Detailed 0.750 · Overview 0.822 · Physical 0.951</span><span class="gal-cost">$11.11</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/post-apocalyptic-stylized-market" data-caption="GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.833" href="../img/gpt-6-astra-max/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.833" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/post-apocalyptic-stylized-market" data-caption="GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.833" href="../img/gpt-6-astra-max/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.833" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/post-apocalyptic-stylized-market" data-caption="GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.833" href="../img/gpt-6-astra-max/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.833" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/post-apocalyptic-stylized-market" data-caption="GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.833" href="../img/gpt-6-astra-max/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.833" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.832</span><span class="gal-comp">Detailed 0.815 · Overview 0.901 · Physical 0.644</span><span class="gal-cost">$13.72</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/ruins" data-caption="GPT-6 Astra (max) · Ruins · view 1 of 4 · score 0.832" href="../img/gpt-6-astra-max/ruins/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Ruins · view 1 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/ruins" data-caption="GPT-6 Astra (max) · Ruins · view 2 of 4 · score 0.832" href="../img/gpt-6-astra-max/ruins/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Ruins · view 2 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/ruins" data-caption="GPT-6 Astra (max) · Ruins · view 3 of 4 · score 0.832" href="../img/gpt-6-astra-max/ruins/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Ruins · view 3 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/ruins" data-caption="GPT-6 Astra (max) · Ruins · view 4 of 4 · score 0.832" href="../img/gpt-6-astra-max/ruins/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Ruins · view 4 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.781</span><span class="gal-comp">Detailed 0.687 · Overview 0.754 · Physical 0.957</span><span class="gal-cost">$9.58</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/scifi-environment-offworld" data-caption="GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.781" href="../img/gpt-6-astra-max/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.781" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/scifi-environment-offworld" data-caption="GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.781" href="../img/gpt-6-astra-max/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.781" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/scifi-environment-offworld" data-caption="GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.781" href="../img/gpt-6-astra-max/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.781" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/scifi-environment-offworld" data-caption="GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.781" href="../img/gpt-6-astra-max/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.781" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.711</span><span class="gal-comp">Detailed 0.705 · Overview 0.625 · Physical 0.974</span><span class="gal-cost">$11.23</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/street-new-york" data-caption="GPT-6 Astra (max) · New York Street · view 1 of 4 · score 0.711" href="../img/gpt-6-astra-max/street-new-york/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · New York Street · view 1 of 4 · score 0.711" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/street-new-york" data-caption="GPT-6 Astra (max) · New York Street · view 2 of 4 · score 0.711" href="../img/gpt-6-astra-max/street-new-york/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · New York Street · view 2 of 4 · score 0.711" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/street-new-york" data-caption="GPT-6 Astra (max) · New York Street · view 3 of 4 · score 0.711" href="../img/gpt-6-astra-max/street-new-york/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · New York Street · view 3 of 4 · score 0.711" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/street-new-york" data-caption="GPT-6 Astra (max) · New York Street · view 4 of 4 · score 0.711" href="../img/gpt-6-astra-max/street-new-york/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · New York Street · view 4 of 4 · score 0.711" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.812</span><span class="gal-comp">Detailed 0.928 · Overview 0.814 · Physical 0.690</span><span class="gal-cost">$17.54</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/stylized-elven-valley" data-caption="GPT-6 Astra (max) · Stylized Elven Valley · view 1 of 4 · score 0.812" href="../img/gpt-6-astra-max/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Stylized Elven Valley · view 1 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/stylized-elven-valley" data-caption="GPT-6 Astra (max) · Stylized Elven Valley · view 2 of 4 · score 0.812" href="../img/gpt-6-astra-max/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Stylized Elven Valley · view 2 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/stylized-elven-valley" data-caption="GPT-6 Astra (max) · Stylized Elven Valley · view 3 of 4 · score 0.812" href="../img/gpt-6-astra-max/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Stylized Elven Valley · view 3 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/stylized-elven-valley" data-caption="GPT-6 Astra (max) · Stylized Elven Valley · view 4 of 4 · score 0.812" href="../img/gpt-6-astra-max/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Stylized Elven Valley · view 4 of 4 · score 0.812" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.845</span><span class="gal-comp">Detailed 0.775 · Overview 0.869 · Physical 0.841</span><span class="gal-cost">$23.74</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/urban-decay" data-caption="GPT-6 Astra (max) · Urban Decay · view 1 of 4 · score 0.845" href="../img/gpt-6-astra-max/urban-decay/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Urban Decay · view 1 of 4 · score 0.845" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/urban-decay" data-caption="GPT-6 Astra (max) · Urban Decay · view 2 of 4 · score 0.845" href="../img/gpt-6-astra-max/urban-decay/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Urban Decay · view 2 of 4 · score 0.845" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/urban-decay" data-caption="GPT-6 Astra (max) · Urban Decay · view 3 of 4 · score 0.845" href="../img/gpt-6-astra-max/urban-decay/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Urban Decay · view 3 of 4 · score 0.845" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/urban-decay" data-caption="GPT-6 Astra (max) · Urban Decay · view 4 of 4 · score 0.845" href="../img/gpt-6-astra-max/urban-decay/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Urban Decay · view 4 of 4 · score 0.845" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.751</span><span class="gal-comp">Detailed 0.642 · Overview 0.832 · Physical 0.620</span><span class="gal-cost">$24.16</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="gpt-6-astra-max/winter-town" data-caption="GPT-6 Astra (max) · Winter Town · view 1 of 4 · score 0.751" href="../img/gpt-6-astra-max/winter-town/v0.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Winter Town · view 1 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/winter-town" data-caption="GPT-6 Astra (max) · Winter Town · view 2 of 4 · score 0.751" href="../img/gpt-6-astra-max/winter-town/v1.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Winter Town · view 2 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/winter-town" data-caption="GPT-6 Astra (max) · Winter Town · view 3 of 4 · score 0.751" href="../img/gpt-6-astra-max/winter-town/v2.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Winter Town · view 3 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6-astra-max/winter-town" data-caption="GPT-6 Astra (max) · Winter Town · view 4 of 4 · score 0.751" href="../img/gpt-6-astra-max/winter-town/v3.webp?v=20261016t2s"><img alt="GPT-6 Astra (max) · Winter Town · view 4 of 4 · score 0.751" decoding="async" height="270" loading="lazy" src="../img/gpt-6-astra-max/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="claude-fable-5.1-max.html">← Claude Fable 5.1 (max)</a><a href="gpt-6.1-sol-max.html">GPT-6.1 Sol (max) →</a></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>GPT-6.1 Sol (max)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>OpenAI</title><path d="M9.205 8.658v-2.26c0-.19.072-.333.238-.428l4.543-2.616c.619-.357 1.356-.523 2.117-.523 2.854 0 4.662 2.212 4.662 4.566 0 .167 0 .357-.024.547l-4.71-2.759a.797.797 0 00-.856 0l-5.97 3.473zm10.609 8.8V12.06c0-.333-.143-.57-.429-.737l-5.97-3.473 1.95-1.118a.433.433 0 01.476 0l4.543 2.617c1.309.76 2.189 2.378 2.189 3.948 0 1.808-1.07 3.473-2.76 4.163zM7.802 12.703l-1.95-1.142c-.167-.095-.239-.238-.239-.428V5.899c0-2.545 1.95-4.472 4.591-4.472 1 0 1.927.333 2.712.928L8.23 5.067c-.285.166-.428.404-.428.737v6.898zM12 15.128l-2.795-1.57v-3.33L12 8.658l2.795 1.57v3.33L12 15.128zm1.796 7.23c-1 0-1.927-.332-2.712-.927l4.686-2.712c.285-.166.428-.404.428-.737v-6.898l1.974 1.142c.167.095.238.238.238.428v5.233c0 2.545-1.974 4.472-4.614 4.472zm-5.637-5.303l-4.544-2.617c-1.308-.761-2.188-2.378-2.188-3.948A4.482 4.482 0 014.21 6.327v5.423c0 .333.143.571.428.738l5.947 3.449-1.95 1.118a.432.432 0 01-.476 0zm-.262 3.9c-2.688 0-4.662-2.021-4.662-4.519 0-.19.024-.38.047-.57l4.686 2.71c.286.167.571.167.856 0l5.97-3.448v2.26c0 .19-.07.333-.237.428l-4.543 2.616c-.619.357-1.356.523-2.117.523zm5.899 2.83a5.947 5.947 0 005.827-4.756C22.287 18.339 24 15.84 24 13.296c0-1.665-.713-3.282-1.998-4.448.119-.5.19-.999.19-1.498 0-3.401-2.759-5.947-5.946-5.947-.642 0-1.26.095-1.88.31A5.962 5.962 0 0010.205 0a5.947 5.947 0 00-5.827 4.757C1.713 5.447 0 7.945 0 10.49c0 1.666.713 3.283 1.998 4.448-.119.5-.19 1-.19 1.499 0 3.401 2.759 5.946 5.946 5.946.642 0 1.26-.095 1.88-.309a5.96 5.96 0 004.162 1.713z"></path></svg></span>GPT-6.1 Sol (max)</h1><p class="section-desc">OpenAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>5 <span>of 15</span></b></div><div><small>Score</small><b>0.784</b></div><div><small>Detailed</small><b>0.742</b></div><div><small>Overview</small><b>0.778</b></div><div><small>Physical</small><b>0.845</b></div><div><small>Median cost</small><b>$2.59</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.734</span><span class="gal-comp">Detailed 0.536 · Overview 0.714 · Physical 0.990</span><span class="gal-cost">$4.09</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/abandoned-psychiatric-hospital" data-caption="GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.734" href="../img/gpt-6.1-sol-max/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/abandoned-psychiatric-hospital" data-caption="GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.734" href="../img/gpt-6.1-sol-max/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/abandoned-psychiatric-hospital" data-caption="GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.734" href="../img/gpt-6.1-sol-max/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/abandoned-psychiatric-hospital" data-caption="GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.734" href="../img/gpt-6.1-sol-max/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.834</span><span class="gal-comp">Detailed 0.775 · Overview 0.804 · Physical 0.985</span><span class="gal-cost">$2.11</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/blue-city" data-caption="GPT-6.1 Sol (max) · Blue City · view 1 of 4 · score 0.834" href="../img/gpt-6.1-sol-max/blue-city/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Blue City · view 1 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/blue-city" data-caption="GPT-6.1 Sol (max) · Blue City · view 2 of 4 · score 0.834" href="../img/gpt-6.1-sol-max/blue-city/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Blue City · view 2 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/blue-city" data-caption="GPT-6.1 Sol (max) · Blue City · view 3 of 4 · score 0.834" href="../img/gpt-6.1-sol-max/blue-city/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Blue City · view 3 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/blue-city" data-caption="GPT-6.1 Sol (max) · Blue City · view 4 of 4 · score 0.834" href="../img/gpt-6.1-sol-max/blue-city/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Blue City · view 4 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.636</span><span class="gal-comp">Detailed 0.618 · Overview 0.705 · Physical 0.448</span><span class="gal-cost">$2.12</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/castleriver" data-caption="GPT-6.1 Sol (max) · Castle River · view 1 of 4 · score 0.636" href="../img/gpt-6.1-sol-max/castleriver/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Castle River · view 1 of 4 · score 0.636" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/castleriver" data-caption="GPT-6.1 Sol (max) · Castle River · view 2 of 4 · score 0.636" href="../img/gpt-6.1-sol-max/castleriver/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Castle River · view 2 of 4 · score 0.636" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/castleriver" data-caption="GPT-6.1 Sol (max) · Castle River · view 3 of 4 · score 0.636" href="../img/gpt-6.1-sol-max/castleriver/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Castle River · view 3 of 4 · score 0.636" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/castleriver" data-caption="GPT-6.1 Sol (max) · Castle River · view 4 of 4 · score 0.636" href="../img/gpt-6.1-sol-max/castleriver/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Castle River · view 4 of 4 · score 0.636" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.840</span><span class="gal-comp">Detailed 0.885 · Overview 0.776 · Physical 0.985</span><span class="gal-cost">$1.63</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/cyberpunk" data-caption="GPT-6.1 Sol (max) · Cyberpunk · view 1 of 4 · score 0.840" href="../img/gpt-6.1-sol-max/cyberpunk/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Cyberpunk · view 1 of 4 · score 0.840" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/cyberpunk" data-caption="GPT-6.1 Sol (max) · Cyberpunk · view 2 of 4 · score 0.840" href="../img/gpt-6.1-sol-max/cyberpunk/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Cyberpunk · view 2 of 4 · score 0.840" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/cyberpunk" data-caption="GPT-6.1 Sol (max) · Cyberpunk · view 3 of 4 · score 0.840" href="../img/gpt-6.1-sol-max/cyberpunk/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Cyberpunk · view 3 of 4 · score 0.840" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/cyberpunk" data-caption="GPT-6.1 Sol (max) · Cyberpunk · view 4 of 4 · score 0.840" href="../img/gpt-6.1-sol-max/cyberpunk/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Cyberpunk · view 4 of 4 · score 0.840" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.766</span><span class="gal-comp">Detailed 0.813 · Overview 0.790 · Physical 0.647</span><span class="gal-cost">$1.45</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/egyptian-temple" data-caption="GPT-6.1 Sol (max) · Egyptian Temple · view 1 of 4 · score 0.766" href="../img/gpt-6.1-sol-max/egyptian-temple/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Egyptian Temple · view 1 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/egyptian-temple" data-caption="GPT-6.1 Sol (max) · Egyptian Temple · view 2 of 4 · score 0.766" href="../img/gpt-6.1-sol-max/egyptian-temple/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Egyptian Temple · view 2 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/egyptian-temple" data-caption="GPT-6.1 Sol (max) · Egyptian Temple · view 3 of 4 · score 0.766" href="../img/gpt-6.1-sol-max/egyptian-temple/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Egyptian Temple · view 3 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/egyptian-temple" data-caption="GPT-6.1 Sol (max) · Egyptian Temple · view 4 of 4 · score 0.766" href="../img/gpt-6.1-sol-max/egyptian-temple/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Egyptian Temple · view 4 of 4 · score 0.766" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.572</span><span class="gal-comp">Detailed 0.627 · Overview 0.412 · Physical 1.000</span><span class="gal-cost">$2.65</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/european-street-3d-scene" data-caption="GPT-6.1 Sol (max) · European Street · view 1 of 4 · score 0.572" href="../img/gpt-6.1-sol-max/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · European Street · view 1 of 4 · score 0.572" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/european-street-3d-scene" data-caption="GPT-6.1 Sol (max) · European Street · view 2 of 4 · score 0.572" href="../img/gpt-6.1-sol-max/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · European Street · view 2 of 4 · score 0.572" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/european-street-3d-scene" data-caption="GPT-6.1 Sol (max) · European Street · view 3 of 4 · score 0.572" href="../img/gpt-6.1-sol-max/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · European Street · view 3 of 4 · score 0.572" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/european-street-3d-scene" data-caption="GPT-6.1 Sol (max) · European Street · view 4 of 4 · score 0.572" href="../img/gpt-6.1-sol-max/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · European Street · view 4 of 4 · score 0.572" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.863</span><span class="gal-comp">Detailed 0.813 · Overview 0.889 · Physical 0.832</span><span class="gal-cost">$2.54</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/factory-environment" data-caption="GPT-6.1 Sol (max) · Factory Environment · view 1 of 4 · score 0.863" href="../img/gpt-6.1-sol-max/factory-environment/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Factory Environment · view 1 of 4 · score 0.863" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/factory-environment" data-caption="GPT-6.1 Sol (max) · Factory Environment · view 2 of 4 · score 0.863" href="../img/gpt-6.1-sol-max/factory-environment/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Factory Environment · view 2 of 4 · score 0.863" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/factory-environment" data-caption="GPT-6.1 Sol (max) · Factory Environment · view 3 of 4 · score 0.863" href="../img/gpt-6.1-sol-max/factory-environment/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Factory Environment · view 3 of 4 · score 0.863" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/factory-environment" data-caption="GPT-6.1 Sol (max) · Factory Environment · view 4 of 4 · score 0.863" href="../img/gpt-6.1-sol-max/factory-environment/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Factory Environment · view 4 of 4 · score 0.863" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.689</span><span class="gal-comp">Detailed 0.783 · Overview 0.658 · Physical 0.687</span><span class="gal-cost">$1.45</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/hong-kong" data-caption="GPT-6.1 Sol (max) · Hong Kong · view 1 of 4 · score 0.689" href="../img/gpt-6.1-sol-max/hong-kong/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Hong Kong · view 1 of 4 · score 0.689" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/hong-kong" data-caption="GPT-6.1 Sol (max) · Hong Kong · view 2 of 4 · score 0.689" href="../img/gpt-6.1-sol-max/hong-kong/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Hong Kong · view 2 of 4 · score 0.689" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/hong-kong" data-caption="GPT-6.1 Sol (max) · Hong Kong · view 3 of 4 · score 0.689" href="../img/gpt-6.1-sol-max/hong-kong/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Hong Kong · view 3 of 4 · score 0.689" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/hong-kong" data-caption="GPT-6.1 Sol (max) · Hong Kong · view 4 of 4 · score 0.689" href="../img/gpt-6.1-sol-max/hong-kong/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Hong Kong · view 4 of 4 · score 0.689" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.834</span><span class="gal-comp">Detailed 0.716 · Overview 0.818 · Physical 1.000</span><span class="gal-cost">$3.18</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/khs-house-of-baeryeom" data-caption="GPT-6.1 Sol (max) · House of Baeryeom · view 1 of 4 · score 0.834" href="../img/gpt-6.1-sol-max/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · House of Baeryeom · view 1 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/khs-house-of-baeryeom" data-caption="GPT-6.1 Sol (max) · House of Baeryeom · view 2 of 4 · score 0.834" href="../img/gpt-6.1-sol-max/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · House of Baeryeom · view 2 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/khs-house-of-baeryeom" data-caption="GPT-6.1 Sol (max) · House of Baeryeom · view 3 of 4 · score 0.834" href="../img/gpt-6.1-sol-max/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · House of Baeryeom · view 3 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/khs-house-of-baeryeom" data-caption="GPT-6.1 Sol (max) · House of Baeryeom · view 4 of 4 · score 0.834" href="../img/gpt-6.1-sol-max/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · House of Baeryeom · view 4 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.782</span><span class="gal-comp">Detailed 0.772 · Overview 0.738 · Physical 0.926</span><span class="gal-cost">$3.86</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/medieval-big-farm-town" data-caption="GPT-6.1 Sol (max) · Medieval Big Farm Town · view 1 of 4 · score 0.782" href="../img/gpt-6.1-sol-max/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Medieval Big Farm Town · view 1 of 4 · score 0.782" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/medieval-big-farm-town" data-caption="GPT-6.1 Sol (max) · Medieval Big Farm Town · view 2 of 4 · score 0.782" href="../img/gpt-6.1-sol-max/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Medieval Big Farm Town · view 2 of 4 · score 0.782" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/medieval-big-farm-town" data-caption="GPT-6.1 Sol (max) · Medieval Big Farm Town · view 3 of 4 · score 0.782" href="../img/gpt-6.1-sol-max/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Medieval Big Farm Town · view 3 of 4 · score 0.782" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/medieval-big-farm-town" data-caption="GPT-6.1 Sol (max) · Medieval Big Farm Town · view 4 of 4 · score 0.782" href="../img/gpt-6.1-sol-max/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Medieval Big Farm Town · view 4 of 4 · score 0.782" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.832</span><span class="gal-comp">Detailed 0.760 · Overview 0.800 · Physical 1.000</span><span class="gal-cost">$2.64</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/medieval-buildings-volume-1" data-caption="GPT-6.1 Sol (max) · Medieval Buildings · view 1 of 4 · score 0.832" href="../img/gpt-6.1-sol-max/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Medieval Buildings · view 1 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/medieval-buildings-volume-1" data-caption="GPT-6.1 Sol (max) · Medieval Buildings · view 2 of 4 · score 0.832" href="../img/gpt-6.1-sol-max/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Medieval Buildings · view 2 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/medieval-buildings-volume-1" data-caption="GPT-6.1 Sol (max) · Medieval Buildings · view 3 of 4 · score 0.832" href="../img/gpt-6.1-sol-max/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Medieval Buildings · view 3 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/medieval-buildings-volume-1" data-caption="GPT-6.1 Sol (max) · Medieval Buildings · view 4 of 4 · score 0.832" href="../img/gpt-6.1-sol-max/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Medieval Buildings · view 4 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.860</span><span class="gal-comp">Detailed 0.709 · Overview 0.886 · Physical 0.930</span><span class="gal-cost">$3.29</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/nordic-harbour" data-caption="GPT-6.1 Sol (max) · Nordic Harbour · view 1 of 4 · score 0.860" href="../img/gpt-6.1-sol-max/nordic-harbour/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Nordic Harbour · view 1 of 4 · score 0.860" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/nordic-harbour" data-caption="GPT-6.1 Sol (max) · Nordic Harbour · view 2 of 4 · score 0.860" href="../img/gpt-6.1-sol-max/nordic-harbour/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Nordic Harbour · view 2 of 4 · score 0.860" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/nordic-harbour" data-caption="GPT-6.1 Sol (max) · Nordic Harbour · view 3 of 4 · score 0.860" href="../img/gpt-6.1-sol-max/nordic-harbour/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Nordic Harbour · view 3 of 4 · score 0.860" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/nordic-harbour" data-caption="GPT-6.1 Sol (max) · Nordic Harbour · view 4 of 4 · score 0.860" href="../img/gpt-6.1-sol-max/nordic-harbour/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Nordic Harbour · view 4 of 4 · score 0.860" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.708</span><span class="gal-comp">Detailed 0.684 · Overview 0.786 · Physical 0.500</span><span class="gal-cost">$8.62</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/paris" data-caption="GPT-6.1 Sol (max) · Paris · view 1 of 4 · score 0.708" href="../img/gpt-6.1-sol-max/paris/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Paris · view 1 of 4 · score 0.708" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/paris" data-caption="GPT-6.1 Sol (max) · Paris · view 2 of 4 · score 0.708" href="../img/gpt-6.1-sol-max/paris/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Paris · view 2 of 4 · score 0.708" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/paris" data-caption="GPT-6.1 Sol (max) · Paris · view 3 of 4 · score 0.708" href="../img/gpt-6.1-sol-max/paris/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Paris · view 3 of 4 · score 0.708" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/paris" data-caption="GPT-6.1 Sol (max) · Paris · view 4 of 4 · score 0.708" href="../img/gpt-6.1-sol-max/paris/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Paris · view 4 of 4 · score 0.708" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.828</span><span class="gal-comp">Detailed 0.810 · Overview 0.797 · Physical 0.940</span><span class="gal-cost">$2.18</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/post-apocalyptic-stylized-market" data-caption="GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.828" href="../img/gpt-6.1-sol-max/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/post-apocalyptic-stylized-market" data-caption="GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.828" href="../img/gpt-6.1-sol-max/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/post-apocalyptic-stylized-market" data-caption="GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.828" href="../img/gpt-6.1-sol-max/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/post-apocalyptic-stylized-market" data-caption="GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.828" href="../img/gpt-6.1-sol-max/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.828" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.782</span><span class="gal-comp">Detailed 0.677 · Overview 0.786 · Physical 0.874</span><span class="gal-cost">$4.32</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/ruins" data-caption="GPT-6.1 Sol (max) · Ruins · view 1 of 4 · score 0.782" href="../img/gpt-6.1-sol-max/ruins/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Ruins · view 1 of 4 · score 0.782" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/ruins" data-caption="GPT-6.1 Sol (max) · Ruins · view 2 of 4 · score 0.782" href="../img/gpt-6.1-sol-max/ruins/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Ruins · view 2 of 4 · score 0.782" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/ruins" data-caption="GPT-6.1 Sol (max) · Ruins · view 3 of 4 · score 0.782" href="../img/gpt-6.1-sol-max/ruins/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Ruins · view 3 of 4 · score 0.782" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/ruins" data-caption="GPT-6.1 Sol (max) · Ruins · view 4 of 4 · score 0.782" href="../img/gpt-6.1-sol-max/ruins/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Ruins · view 4 of 4 · score 0.782" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.878</span><span class="gal-comp">Detailed 0.770 · Overview 0.889 · Physical 0.950</span><span class="gal-cost">$1.57</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/scifi-environment-offworld" data-caption="GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.878" href="../img/gpt-6.1-sol-max/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.878" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/scifi-environment-offworld" data-caption="GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.878" href="../img/gpt-6.1-sol-max/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.878" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/scifi-environment-offworld" data-caption="GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.878" href="../img/gpt-6.1-sol-max/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.878" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/scifi-environment-offworld" data-caption="GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.878" href="../img/gpt-6.1-sol-max/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.878" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.752</span><span class="gal-comp">Detailed 0.585 · Overview 0.740 · Physical 0.954</span><span class="gal-cost">$3.19</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/street-new-york" data-caption="GPT-6.1 Sol (max) · New York Street · view 1 of 4 · score 0.752" href="../img/gpt-6.1-sol-max/street-new-york/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · New York Street · view 1 of 4 · score 0.752" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/street-new-york" data-caption="GPT-6.1 Sol (max) · New York Street · view 2 of 4 · score 0.752" href="../img/gpt-6.1-sol-max/street-new-york/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · New York Street · view 2 of 4 · score 0.752" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/street-new-york" data-caption="GPT-6.1 Sol (max) · New York Street · view 3 of 4 · score 0.752" href="../img/gpt-6.1-sol-max/street-new-york/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · New York Street · view 3 of 4 · score 0.752" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/street-new-york" data-caption="GPT-6.1 Sol (max) · New York Street · view 4 of 4 · score 0.752" href="../img/gpt-6.1-sol-max/street-new-york/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · New York Street · view 4 of 4 · score 0.752" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.832</span><span class="gal-comp">Detailed 0.873 · Overview 0.871 · Physical 0.675</span><span class="gal-cost">$1.79</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/stylized-elven-valley" data-caption="GPT-6.1 Sol (max) · Stylized Elven Valley · view 1 of 4 · score 0.832" href="../img/gpt-6.1-sol-max/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Stylized Elven Valley · view 1 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/stylized-elven-valley" data-caption="GPT-6.1 Sol (max) · Stylized Elven Valley · view 2 of 4 · score 0.832" href="../img/gpt-6.1-sol-max/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Stylized Elven Valley · view 2 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/stylized-elven-valley" data-caption="GPT-6.1 Sol (max) · Stylized Elven Valley · view 3 of 4 · score 0.832" href="../img/gpt-6.1-sol-max/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Stylized Elven Valley · view 3 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/stylized-elven-valley" data-caption="GPT-6.1 Sol (max) · Stylized Elven Valley · view 4 of 4 · score 0.832" href="../img/gpt-6.1-sol-max/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Stylized Elven Valley · view 4 of 4 · score 0.832" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.768</span><span class="gal-comp">Detailed 0.846 · Overview 0.792 · Physical 0.618</span><span class="gal-cost">$1.52</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/urban-decay" data-caption="GPT-6.1 Sol (max) · Urban Decay · view 1 of 4 · score 0.768" href="../img/gpt-6.1-sol-max/urban-decay/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Urban Decay · view 1 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/urban-decay" data-caption="GPT-6.1 Sol (max) · Urban Decay · view 2 of 4 · score 0.768" href="../img/gpt-6.1-sol-max/urban-decay/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Urban Decay · view 2 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/urban-decay" data-caption="GPT-6.1 Sol (max) · Urban Decay · view 3 of 4 · score 0.768" href="../img/gpt-6.1-sol-max/urban-decay/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Urban Decay · view 3 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/urban-decay" data-caption="GPT-6.1 Sol (max) · Urban Decay · view 4 of 4 · score 0.768" href="../img/gpt-6.1-sol-max/urban-decay/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Urban Decay · view 4 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.893</span><span class="gal-comp">Detailed 0.797 · Overview 0.899 · Physical 0.969</span><span class="gal-cost">$2.96</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="gpt-6.1-sol-max/winter-town" data-caption="GPT-6.1 Sol (max) · Winter Town · view 1 of 4 · score 0.893" href="../img/gpt-6.1-sol-max/winter-town/v0.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Winter Town · view 1 of 4 · score 0.893" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/winter-town" data-caption="GPT-6.1 Sol (max) · Winter Town · view 2 of 4 · score 0.893" href="../img/gpt-6.1-sol-max/winter-town/v1.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Winter Town · view 2 of 4 · score 0.893" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/winter-town" data-caption="GPT-6.1 Sol (max) · Winter Town · view 3 of 4 · score 0.893" href="../img/gpt-6.1-sol-max/winter-town/v2.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Winter Town · view 3 of 4 · score 0.893" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="gpt-6.1-sol-max/winter-town" data-caption="GPT-6.1 Sol (max) · Winter Town · view 4 of 4 · score 0.893" href="../img/gpt-6.1-sol-max/winter-town/v3.webp?v=20261016t2s"><img alt="GPT-6.1 Sol (max) · Winter Town · view 4 of 4 · score 0.893" decoding="async" height="270" loading="lazy" src="../img/gpt-6.1-sol-max/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="gpt-6-astra-max.html">← GPT-6 Astra (max)</a><a href="gemini-4-argon-high.html">Gemini 4 Argon (high) →</a></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>Grok 4.6 (xhigh)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Grok</title><path d="M9.27 15.29l7.978-5.897c.391-.29.95-.177 1.137.272.98 2.369.542 5.215-1.41 7.169-1.951 1.954-4.667 2.382-7.149 1.406l-2.711 1.257c3.889 2.661 8.611 2.003 11.562-.953 2.341-2.344 3.066-5.539 2.388-8.42l.006.007c-.983-4.232.242-5.924 2.75-9.383.06-.082.12-.164.179-.248l-3.301 3.305v-.01L9.267 15.292M7.623 16.723c-2.792-2.67-2.31-6.801.071-9.184 1.761-1.763 4.647-2.483 7.166-1.425l2.705-1.25a7.808 7.808 0 00-1.829-1A8.975 8.975 0 005.984 5.83c-2.533 2.536-3.33 6.436-1.962 9.764 1.022 2.487-.653 4.246-2.34 6.022-.599.63-1.199 1.259-1.682 1.925l7.62-6.815"></path></svg></span>Grok 4.6 (xhigh)</h1><p class="section-desc">xAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>11 <span>of 15</span></b></div><div><small>Score</small><b>0.625</b></div><div><small>Detailed</small><b>0.573</b></div><div><small>Overview</small><b>0.645</b></div><div><small>Physical</small><b>0.619</b></div><div><small>Median cost</small><b>$7.41</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.000</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.000</span><span class="gal-cost">$10.84</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/abandoned-psychiatric-hospital" data-caption="Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.000" href="../img/grok-4.6-xhigh/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/abandoned-psychiatric-hospital" data-caption="Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.000" href="../img/grok-4.6-xhigh/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/abandoned-psychiatric-hospital" data-caption="Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.000" href="../img/grok-4.6-xhigh/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/abandoned-psychiatric-hospital" data-caption="Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.000" href="../img/grok-4.6-xhigh/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.571</span><span class="gal-comp">Detailed 0.460 · Overview 0.501 · Physical 0.894</span><span class="gal-cost">$7.25</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/blue-city" data-caption="Grok 4.6 (xhigh) · Blue City · view 1 of 4 · score 0.571" href="../img/grok-4.6-xhigh/blue-city/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Blue City · view 1 of 4 · score 0.571" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/blue-city" data-caption="Grok 4.6 (xhigh) · Blue City · view 2 of 4 · score 0.571" href="../img/grok-4.6-xhigh/blue-city/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Blue City · view 2 of 4 · score 0.571" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/blue-city" data-caption="Grok 4.6 (xhigh) · Blue City · view 3 of 4 · score 0.571" href="../img/grok-4.6-xhigh/blue-city/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Blue City · view 3 of 4 · score 0.571" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/blue-city" data-caption="Grok 4.6 (xhigh) · Blue City · view 4 of 4 · score 0.571" href="../img/grok-4.6-xhigh/blue-city/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Blue City · view 4 of 4 · score 0.571" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.645</span><span class="gal-comp">Detailed 0.643 · Overview 0.704 · Physical 0.471</span><span class="gal-cost">$7.99</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/castleriver" data-caption="Grok 4.6 (xhigh) · Castle River · view 1 of 4 · score 0.645" href="../img/grok-4.6-xhigh/castleriver/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Castle River · view 1 of 4 · score 0.645" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/castleriver" data-caption="Grok 4.6 (xhigh) · Castle River · view 2 of 4 · score 0.645" href="../img/grok-4.6-xhigh/castleriver/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Castle River · view 2 of 4 · score 0.645" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/castleriver" data-caption="Grok 4.6 (xhigh) · Castle River · view 3 of 4 · score 0.645" href="../img/grok-4.6-xhigh/castleriver/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Castle River · view 3 of 4 · score 0.645" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/castleriver" data-caption="Grok 4.6 (xhigh) · Castle River · view 4 of 4 · score 0.645" href="../img/grok-4.6-xhigh/castleriver/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Castle River · view 4 of 4 · score 0.645" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.671</span><span class="gal-comp">Detailed 0.363 · Overview 0.730 · Physical 0.801</span><span class="gal-cost">$12.69</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/cyberpunk" data-caption="Grok 4.6 (xhigh) · Cyberpunk · view 1 of 4 · score 0.671" href="../img/grok-4.6-xhigh/cyberpunk/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Cyberpunk · view 1 of 4 · score 0.671" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/cyberpunk" data-caption="Grok 4.6 (xhigh) · Cyberpunk · view 2 of 4 · score 0.671" href="../img/grok-4.6-xhigh/cyberpunk/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Cyberpunk · view 2 of 4 · score 0.671" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/cyberpunk" data-caption="Grok 4.6 (xhigh) · Cyberpunk · view 3 of 4 · score 0.671" href="../img/grok-4.6-xhigh/cyberpunk/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Cyberpunk · view 3 of 4 · score 0.671" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/cyberpunk" data-caption="Grok 4.6 (xhigh) · Cyberpunk · view 4 of 4 · score 0.671" href="../img/grok-4.6-xhigh/cyberpunk/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Cyberpunk · view 4 of 4 · score 0.671" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.000</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.000</span><span class="gal-cost">$7.57</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/egyptian-temple" data-caption="Grok 4.6 (xhigh) · Egyptian Temple · view 1 of 4 · score 0.000" href="../img/grok-4.6-xhigh/egyptian-temple/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Egyptian Temple · view 1 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/egyptian-temple" data-caption="Grok 4.6 (xhigh) · Egyptian Temple · view 2 of 4 · score 0.000" href="../img/grok-4.6-xhigh/egyptian-temple/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Egyptian Temple · view 2 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/egyptian-temple" data-caption="Grok 4.6 (xhigh) · Egyptian Temple · view 3 of 4 · score 0.000" href="../img/grok-4.6-xhigh/egyptian-temple/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Egyptian Temple · view 3 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/egyptian-temple" data-caption="Grok 4.6 (xhigh) · Egyptian Temple · view 4 of 4 · score 0.000" href="../img/grok-4.6-xhigh/egyptian-temple/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Egyptian Temple · view 4 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.637</span><span class="gal-comp">Detailed 0.712 · Overview 0.533 · Physical 0.875</span><span class="gal-cost">$5.75</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/european-street-3d-scene" data-caption="Grok 4.6 (xhigh) · European Street · view 1 of 4 · score 0.637" href="../img/grok-4.6-xhigh/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · European Street · view 1 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/european-street-3d-scene" data-caption="Grok 4.6 (xhigh) · European Street · view 2 of 4 · score 0.637" href="../img/grok-4.6-xhigh/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · European Street · view 2 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/european-street-3d-scene" data-caption="Grok 4.6 (xhigh) · European Street · view 3 of 4 · score 0.637" href="../img/grok-4.6-xhigh/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · European Street · view 3 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/european-street-3d-scene" data-caption="Grok 4.6 (xhigh) · European Street · view 4 of 4 · score 0.637" href="../img/grok-4.6-xhigh/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · European Street · view 4 of 4 · score 0.637" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.839</span><span class="gal-comp">Detailed 0.757 · Overview 0.823 · Physical 0.967</span><span class="gal-cost">$9.00</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/factory-environment" data-caption="Grok 4.6 (xhigh) · Factory Environment · view 1 of 4 · score 0.839" href="../img/grok-4.6-xhigh/factory-environment/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Factory Environment · view 1 of 4 · score 0.839" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/factory-environment" data-caption="Grok 4.6 (xhigh) · Factory Environment · view 2 of 4 · score 0.839" href="../img/grok-4.6-xhigh/factory-environment/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Factory Environment · view 2 of 4 · score 0.839" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/factory-environment" data-caption="Grok 4.6 (xhigh) · Factory Environment · view 3 of 4 · score 0.839" href="../img/grok-4.6-xhigh/factory-environment/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Factory Environment · view 3 of 4 · score 0.839" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/factory-environment" data-caption="Grok 4.6 (xhigh) · Factory Environment · view 4 of 4 · score 0.839" href="../img/grok-4.6-xhigh/factory-environment/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Factory Environment · view 4 of 4 · score 0.839" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.693</span><span class="gal-comp">Detailed 0.688 · Overview 0.733 · Physical 0.579</span><span class="gal-cost">$7.61</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/hong-kong" data-caption="Grok 4.6 (xhigh) · Hong Kong · view 1 of 4 · score 0.693" href="../img/grok-4.6-xhigh/hong-kong/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Hong Kong · view 1 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/hong-kong" data-caption="Grok 4.6 (xhigh) · Hong Kong · view 2 of 4 · score 0.693" href="../img/grok-4.6-xhigh/hong-kong/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Hong Kong · view 2 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/hong-kong" data-caption="Grok 4.6 (xhigh) · Hong Kong · view 3 of 4 · score 0.693" href="../img/grok-4.6-xhigh/hong-kong/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Hong Kong · view 3 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/hong-kong" data-caption="Grok 4.6 (xhigh) · Hong Kong · view 4 of 4 · score 0.693" href="../img/grok-4.6-xhigh/hong-kong/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Hong Kong · view 4 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.698</span><span class="gal-comp">Detailed 0.721 · Overview 0.811 · Physical 0.333</span><span class="gal-cost">$6.48</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/khs-house-of-baeryeom" data-caption="Grok 4.6 (xhigh) · House of Baeryeom · view 1 of 4 · score 0.698" href="../img/grok-4.6-xhigh/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · House of Baeryeom · view 1 of 4 · score 0.698" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/khs-house-of-baeryeom" data-caption="Grok 4.6 (xhigh) · House of Baeryeom · view 2 of 4 · score 0.698" href="../img/grok-4.6-xhigh/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · House of Baeryeom · view 2 of 4 · score 0.698" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/khs-house-of-baeryeom" data-caption="Grok 4.6 (xhigh) · House of Baeryeom · view 3 of 4 · score 0.698" href="../img/grok-4.6-xhigh/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · House of Baeryeom · view 3 of 4 · score 0.698" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/khs-house-of-baeryeom" data-caption="Grok 4.6 (xhigh) · House of Baeryeom · view 4 of 4 · score 0.698" href="../img/grok-4.6-xhigh/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · House of Baeryeom · view 4 of 4 · score 0.698" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.688</span><span class="gal-comp">Detailed 0.679 · Overview 0.750 · Physical 0.510</span><span class="gal-cost">$5.49</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/medieval-big-farm-town" data-caption="Grok 4.6 (xhigh) · Medieval Big Farm Town · view 1 of 4 · score 0.688" href="../img/grok-4.6-xhigh/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Medieval Big Farm Town · view 1 of 4 · score 0.688" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/medieval-big-farm-town" data-caption="Grok 4.6 (xhigh) · Medieval Big Farm Town · view 2 of 4 · score 0.688" href="../img/grok-4.6-xhigh/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Medieval Big Farm Town · view 2 of 4 · score 0.688" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/medieval-big-farm-town" data-caption="Grok 4.6 (xhigh) · Medieval Big Farm Town · view 3 of 4 · score 0.688" href="../img/grok-4.6-xhigh/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Medieval Big Farm Town · view 3 of 4 · score 0.688" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/medieval-big-farm-town" data-caption="Grok 4.6 (xhigh) · Medieval Big Farm Town · view 4 of 4 · score 0.688" href="../img/grok-4.6-xhigh/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Medieval Big Farm Town · view 4 of 4 · score 0.688" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.794</span><span class="gal-comp">Detailed 0.679 · Overview 0.806 · Physical 0.875</span><span class="gal-cost">$5.04</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/medieval-buildings-volume-1" data-caption="Grok 4.6 (xhigh) · Medieval Buildings · view 1 of 4 · score 0.794" href="../img/grok-4.6-xhigh/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Medieval Buildings · view 1 of 4 · score 0.794" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/medieval-buildings-volume-1" data-caption="Grok 4.6 (xhigh) · Medieval Buildings · view 2 of 4 · score 0.794" href="../img/grok-4.6-xhigh/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Medieval Buildings · view 2 of 4 · score 0.794" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/medieval-buildings-volume-1" data-caption="Grok 4.6 (xhigh) · Medieval Buildings · view 3 of 4 · score 0.794" href="../img/grok-4.6-xhigh/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Medieval Buildings · view 3 of 4 · score 0.794" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/medieval-buildings-volume-1" data-caption="Grok 4.6 (xhigh) · Medieval Buildings · view 4 of 4 · score 0.794" href="../img/grok-4.6-xhigh/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Medieval Buildings · view 4 of 4 · score 0.794" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.710</span><span class="gal-comp">Detailed 0.477 · Overview 0.760 · Physical 0.795</span><span class="gal-cost">$6.54</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/nordic-harbour" data-caption="Grok 4.6 (xhigh) · Nordic Harbour · view 1 of 4 · score 0.710" href="../img/grok-4.6-xhigh/nordic-harbour/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Nordic Harbour · view 1 of 4 · score 0.710" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/nordic-harbour" data-caption="Grok 4.6 (xhigh) · Nordic Harbour · view 2 of 4 · score 0.710" href="../img/grok-4.6-xhigh/nordic-harbour/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Nordic Harbour · view 2 of 4 · score 0.710" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/nordic-harbour" data-caption="Grok 4.6 (xhigh) · Nordic Harbour · view 3 of 4 · score 0.710" href="../img/grok-4.6-xhigh/nordic-harbour/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Nordic Harbour · view 3 of 4 · score 0.710" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/nordic-harbour" data-caption="Grok 4.6 (xhigh) · Nordic Harbour · view 4 of 4 · score 0.710" href="../img/grok-4.6-xhigh/nordic-harbour/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Nordic Harbour · view 4 of 4 · score 0.710" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.566</span><span class="gal-comp">Detailed 0.498 · Overview 0.605 · Physical 0.517</span><span class="gal-cost">$9.70</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/paris" data-caption="Grok 4.6 (xhigh) · Paris · view 1 of 4 · score 0.566" href="../img/grok-4.6-xhigh/paris/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Paris · view 1 of 4 · score 0.566" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/paris" data-caption="Grok 4.6 (xhigh) · Paris · view 2 of 4 · score 0.566" href="../img/grok-4.6-xhigh/paris/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Paris · view 2 of 4 · score 0.566" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/paris" data-caption="Grok 4.6 (xhigh) · Paris · view 3 of 4 · score 0.566" href="../img/grok-4.6-xhigh/paris/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Paris · view 3 of 4 · score 0.566" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/paris" data-caption="Grok 4.6 (xhigh) · Paris · view 4 of 4 · score 0.566" href="../img/grok-4.6-xhigh/paris/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Paris · view 4 of 4 · score 0.566" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.760</span><span class="gal-comp">Detailed 0.634 · Overview 0.756 · Physical 0.898</span><span class="gal-cost">$8.38</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/post-apocalyptic-stylized-market" data-caption="Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.760" href="../img/grok-4.6-xhigh/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.760" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/post-apocalyptic-stylized-market" data-caption="Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.760" href="../img/grok-4.6-xhigh/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.760" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/post-apocalyptic-stylized-market" data-caption="Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.760" href="../img/grok-4.6-xhigh/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.760" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/post-apocalyptic-stylized-market" data-caption="Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.760" href="../img/grok-4.6-xhigh/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.760" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.672</span><span class="gal-comp">Detailed 0.760 · Overview 0.577 · Physical 0.870</span><span class="gal-cost">$6.06</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/ruins" data-caption="Grok 4.6 (xhigh) · Ruins · view 1 of 4 · score 0.672" href="../img/grok-4.6-xhigh/ruins/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Ruins · view 1 of 4 · score 0.672" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/ruins" data-caption="Grok 4.6 (xhigh) · Ruins · view 2 of 4 · score 0.672" href="../img/grok-4.6-xhigh/ruins/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Ruins · view 2 of 4 · score 0.672" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/ruins" data-caption="Grok 4.6 (xhigh) · Ruins · view 3 of 4 · score 0.672" href="../img/grok-4.6-xhigh/ruins/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Ruins · view 3 of 4 · score 0.672" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/ruins" data-caption="Grok 4.6 (xhigh) · Ruins · view 4 of 4 · score 0.672" href="../img/grok-4.6-xhigh/ruins/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Ruins · view 4 of 4 · score 0.672" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.736</span><span class="gal-comp">Detailed 0.675 · Overview 0.824 · Physical 0.532</span><span class="gal-cost">$7.05</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/scifi-environment-offworld" data-caption="Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.736" href="../img/grok-4.6-xhigh/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.736" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/scifi-environment-offworld" data-caption="Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.736" href="../img/grok-4.6-xhigh/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.736" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/scifi-environment-offworld" data-caption="Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.736" href="../img/grok-4.6-xhigh/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.736" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/scifi-environment-offworld" data-caption="Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.736" href="../img/grok-4.6-xhigh/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.736" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.679</span><span class="gal-comp">Detailed 0.676 · Overview 0.597 · Physical 0.929</span><span class="gal-cost">$6.93</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/street-new-york" data-caption="Grok 4.6 (xhigh) · New York Street · view 1 of 4 · score 0.679" href="../img/grok-4.6-xhigh/street-new-york/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · New York Street · view 1 of 4 · score 0.679" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/street-new-york" data-caption="Grok 4.6 (xhigh) · New York Street · view 2 of 4 · score 0.679" href="../img/grok-4.6-xhigh/street-new-york/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · New York Street · view 2 of 4 · score 0.679" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/street-new-york" data-caption="Grok 4.6 (xhigh) · New York Street · view 3 of 4 · score 0.679" href="../img/grok-4.6-xhigh/street-new-york/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · New York Street · view 3 of 4 · score 0.679" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/street-new-york" data-caption="Grok 4.6 (xhigh) · New York Street · view 4 of 4 · score 0.679" href="../img/grok-4.6-xhigh/street-new-york/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · New York Street · view 4 of 4 · score 0.679" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.693</span><span class="gal-comp">Detailed 0.855 · Overview 0.804 · Physical 0.196</span><span class="gal-cost">$7.12</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/stylized-elven-valley" data-caption="Grok 4.6 (xhigh) · Stylized Elven Valley · view 1 of 4 · score 0.693" href="../img/grok-4.6-xhigh/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Stylized Elven Valley · view 1 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/stylized-elven-valley" data-caption="Grok 4.6 (xhigh) · Stylized Elven Valley · view 2 of 4 · score 0.693" href="../img/grok-4.6-xhigh/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Stylized Elven Valley · view 2 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/stylized-elven-valley" data-caption="Grok 4.6 (xhigh) · Stylized Elven Valley · view 3 of 4 · score 0.693" href="../img/grok-4.6-xhigh/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Stylized Elven Valley · view 3 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/stylized-elven-valley" data-caption="Grok 4.6 (xhigh) · Stylized Elven Valley · view 4 of 4 · score 0.693" href="../img/grok-4.6-xhigh/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Stylized Elven Valley · view 4 of 4 · score 0.693" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.694</span><span class="gal-comp">Detailed 0.663 · Overview 0.762 · Physical 0.520</span><span class="gal-cost">$10.33</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/urban-decay" data-caption="Grok 4.6 (xhigh) · Urban Decay · view 1 of 4 · score 0.694" href="../img/grok-4.6-xhigh/urban-decay/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Urban Decay · view 1 of 4 · score 0.694" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/urban-decay" data-caption="Grok 4.6 (xhigh) · Urban Decay · view 2 of 4 · score 0.694" href="../img/grok-4.6-xhigh/urban-decay/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Urban Decay · view 2 of 4 · score 0.694" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/urban-decay" data-caption="Grok 4.6 (xhigh) · Urban Decay · view 3 of 4 · score 0.694" href="../img/grok-4.6-xhigh/urban-decay/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Urban Decay · view 3 of 4 · score 0.694" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/urban-decay" data-caption="Grok 4.6 (xhigh) · Urban Decay · view 4 of 4 · score 0.694" href="../img/grok-4.6-xhigh/urban-decay/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Urban Decay · view 4 of 4 · score 0.694" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.760</span><span class="gal-comp">Detailed 0.519 · Overview 0.823 · Physical 0.814</span><span class="gal-cost">$11.91</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="grok-4.6-xhigh/winter-town" data-caption="Grok 4.6 (xhigh) · Winter Town · view 1 of 4 · score 0.760" href="../img/grok-4.6-xhigh/winter-town/v0.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Winter Town · view 1 of 4 · score 0.760" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/winter-town" data-caption="Grok 4.6 (xhigh) · Winter Town · view 2 of 4 · score 0.760" href="../img/grok-4.6-xhigh/winter-town/v1.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Winter Town · view 2 of 4 · score 0.760" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/winter-town" data-caption="Grok 4.6 (xhigh) · Winter Town · view 3 of 4 · score 0.760" href="../img/grok-4.6-xhigh/winter-town/v2.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Winter Town · view 3 of 4 · score 0.760" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.6-xhigh/winter-town" data-caption="Grok 4.6 (xhigh) · Winter Town · view 4 of 4 · score 0.760" href="../img/grok-4.6-xhigh/winter-town/v3.webp?v=20261016t2s"><img alt="Grok 4.6 (xhigh) · Winter Town · view 4 of 4 · score 0.760" decoding="async" height="270" loading="lazy" src="../img/grok-4.6-xhigh/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="gemini-3.8-flash-high.html">← Gemini 3.8 Flash (high)</a><a href="muse-spark-1.3-max.html">Muse Spark 1.3 (max) →</a></nav></div></section>
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<header class="site-header"><div class="brand"><a aria-label="Code4Scene home" class="brand-home" href="../../index.html#top"><svg aria-hidden="true" fill="none" viewbox="0 0 30 32"><path d="M15 2 27 9v14l-12 7L3 23V9L15 2Z M3 9l12 7 12-7 M15 16v14 M9 5.5l12 7v14 M21 5.5l-12 7v14" stroke="currentColor" stroke-linejoin="round" stroke-width="1.6"></path></svg><span>Code4Scene</span></a><a class="brand-by" href="https://simworld.org/">by SimWorld</a></div><nav aria-label="Main navigation"><a href="../../index.html#top">Benchmark</a><a href="../../index.html#leaderboard">Leaderboard</a><a href="../../index.html#cases">Visualization</a><a class="nav-active" href="../../gallery/">Gallery</a><a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">Paper ↗</a><a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">Github ↗</a></nav></header>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>Grok 4.7 (xhigh)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="currentColor" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Grok</title><path d="M9.27 15.29l7.978-5.897c.391-.29.95-.177 1.137.272.98 2.369.542 5.215-1.41 7.169-1.951 1.954-4.667 2.382-7.149 1.406l-2.711 1.257c3.889 2.661 8.611 2.003 11.562-.953 2.341-2.344 3.066-5.539 2.388-8.42l.006.007c-.983-4.232.242-5.924 2.75-9.383.06-.082.12-.164.179-.248l-3.301 3.305v-.01L9.267 15.292M7.623 16.723c-2.792-2.67-2.31-6.801.071-9.184 1.761-1.763 4.647-2.483 7.166-1.425l2.705-1.25a7.808 7.808 0 00-1.829-1A8.975 8.975 0 005.984 5.83c-2.533 2.536-3.33 6.436-1.962 9.764 1.022 2.487-.653 4.246-2.34 6.022-.599.63-1.199 1.259-1.682 1.925l7.62-6.815"></path></svg></span>Grok 4.7 (xhigh)</h1><p class="section-desc">xAI · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>14 <span>of 15</span></b></div><div><small>Score</small><b>0.541</b></div><div><small>Detailed</small><b>0.521</b></div><div><small>Overview</small><b>0.546</b></div><div><small>Physical</small><b>0.549</b></div><div><small>Median cost</small><b>$7.29</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.000</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.000</span><span class="gal-cost">$7.17</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/abandoned-psychiatric-hospital" data-caption="Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.000" href="../img/grok-4.7-xhigh/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/abandoned-psychiatric-hospital" data-caption="Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.000" href="../img/grok-4.7-xhigh/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/abandoned-psychiatric-hospital" data-caption="Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.000" href="../img/grok-4.7-xhigh/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/abandoned-psychiatric-hospital" data-caption="Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.000" href="../img/grok-4.7-xhigh/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.724</span><span class="gal-comp">Detailed 0.539 · Overview 0.801 · Physical 0.676</span><span class="gal-cost">$5.12</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/blue-city" data-caption="Grok 4.7 (xhigh) · Blue City · view 1 of 4 · score 0.724" href="../img/grok-4.7-xhigh/blue-city/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Blue City · view 1 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/blue-city" data-caption="Grok 4.7 (xhigh) · Blue City · view 2 of 4 · score 0.724" href="../img/grok-4.7-xhigh/blue-city/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Blue City · view 2 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/blue-city" data-caption="Grok 4.7 (xhigh) · Blue City · view 3 of 4 · score 0.724" href="../img/grok-4.7-xhigh/blue-city/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Blue City · view 3 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/blue-city" data-caption="Grok 4.7 (xhigh) · Blue City · view 4 of 4 · score 0.724" href="../img/grok-4.7-xhigh/blue-city/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Blue City · view 4 of 4 · score 0.724" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.000</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.000</span><span class="gal-cost">$11.75</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/castleriver" data-caption="Grok 4.7 (xhigh) · Castle River · view 1 of 4 · score 0.000" href="../img/grok-4.7-xhigh/castleriver/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Castle River · view 1 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/castleriver" data-caption="Grok 4.7 (xhigh) · Castle River · view 2 of 4 · score 0.000" href="../img/grok-4.7-xhigh/castleriver/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Castle River · view 2 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/castleriver" data-caption="Grok 4.7 (xhigh) · Castle River · view 3 of 4 · score 0.000" href="../img/grok-4.7-xhigh/castleriver/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Castle River · view 3 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/castleriver" data-caption="Grok 4.7 (xhigh) · Castle River · view 4 of 4 · score 0.000" href="../img/grok-4.7-xhigh/castleriver/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Castle River · view 4 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.000</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.000</span><span class="gal-cost">$8.77</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/cyberpunk" data-caption="Grok 4.7 (xhigh) · Cyberpunk · view 1 of 4 · score 0.000" href="../img/grok-4.7-xhigh/cyberpunk/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Cyberpunk · view 1 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/cyberpunk" data-caption="Grok 4.7 (xhigh) · Cyberpunk · view 2 of 4 · score 0.000" href="../img/grok-4.7-xhigh/cyberpunk/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Cyberpunk · view 2 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/cyberpunk" data-caption="Grok 4.7 (xhigh) · Cyberpunk · view 3 of 4 · score 0.000" href="../img/grok-4.7-xhigh/cyberpunk/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Cyberpunk · view 3 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/cyberpunk" data-caption="Grok 4.7 (xhigh) · Cyberpunk · view 4 of 4 · score 0.000" href="../img/grok-4.7-xhigh/cyberpunk/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Cyberpunk · view 4 of 4 · score 0.000" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.722</span><span class="gal-comp">Detailed 0.834 · Overview 0.732 · Physical 0.579</span><span class="gal-cost">$2.87</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/egyptian-temple" data-caption="Grok 4.7 (xhigh) · Egyptian Temple · view 1 of 4 · score 0.722" href="../img/grok-4.7-xhigh/egyptian-temple/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Egyptian Temple · view 1 of 4 · score 0.722" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/egyptian-temple" data-caption="Grok 4.7 (xhigh) · Egyptian Temple · view 2 of 4 · score 0.722" href="../img/grok-4.7-xhigh/egyptian-temple/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Egyptian Temple · view 2 of 4 · score 0.722" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/egyptian-temple" data-caption="Grok 4.7 (xhigh) · Egyptian Temple · view 3 of 4 · score 0.722" href="../img/grok-4.7-xhigh/egyptian-temple/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Egyptian Temple · view 3 of 4 · score 0.722" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/egyptian-temple" data-caption="Grok 4.7 (xhigh) · Egyptian Temple · view 4 of 4 · score 0.722" href="../img/grok-4.7-xhigh/egyptian-temple/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Egyptian Temple · view 4 of 4 · score 0.722" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.697</span><span class="gal-comp">Detailed 0.510 · Overview 0.817 · Physical 0.525</span><span class="gal-cost">$9.74</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/european-street-3d-scene" data-caption="Grok 4.7 (xhigh) · European Street · view 1 of 4 · score 0.697" href="../img/grok-4.7-xhigh/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · European Street · view 1 of 4 · score 0.697" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/european-street-3d-scene" data-caption="Grok 4.7 (xhigh) · European Street · view 2 of 4 · score 0.697" href="../img/grok-4.7-xhigh/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · European Street · view 2 of 4 · score 0.697" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/european-street-3d-scene" data-caption="Grok 4.7 (xhigh) · European Street · view 3 of 4 · score 0.697" href="../img/grok-4.7-xhigh/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · European Street · view 3 of 4 · score 0.697" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/european-street-3d-scene" data-caption="Grok 4.7 (xhigh) · European Street · view 4 of 4 · score 0.697" href="../img/grok-4.7-xhigh/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · European Street · view 4 of 4 · score 0.697" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.768</span><span class="gal-comp">Detailed 0.666 · Overview 0.791 · Physical 0.803</span><span class="gal-cost">$14.58</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/factory-environment" data-caption="Grok 4.7 (xhigh) · Factory Environment · view 1 of 4 · score 0.768" href="../img/grok-4.7-xhigh/factory-environment/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Factory Environment · view 1 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/factory-environment" data-caption="Grok 4.7 (xhigh) · Factory Environment · view 2 of 4 · score 0.768" href="../img/grok-4.7-xhigh/factory-environment/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Factory Environment · view 2 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/factory-environment" data-caption="Grok 4.7 (xhigh) · Factory Environment · view 3 of 4 · score 0.768" href="../img/grok-4.7-xhigh/factory-environment/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Factory Environment · view 3 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/factory-environment" data-caption="Grok 4.7 (xhigh) · Factory Environment · view 4 of 4 · score 0.768" href="../img/grok-4.7-xhigh/factory-environment/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Factory Environment · view 4 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.631</span><span class="gal-comp">Detailed 0.662 · Overview 0.636 · Physical 0.582</span><span class="gal-cost">$6.15</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/hong-kong" data-caption="Grok 4.7 (xhigh) · Hong Kong · view 1 of 4 · score 0.631" href="../img/grok-4.7-xhigh/hong-kong/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Hong Kong · view 1 of 4 · score 0.631" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/hong-kong" data-caption="Grok 4.7 (xhigh) · Hong Kong · view 2 of 4 · score 0.631" href="../img/grok-4.7-xhigh/hong-kong/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Hong Kong · view 2 of 4 · score 0.631" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/hong-kong" data-caption="Grok 4.7 (xhigh) · Hong Kong · view 3 of 4 · score 0.631" href="../img/grok-4.7-xhigh/hong-kong/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Hong Kong · view 3 of 4 · score 0.631" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/hong-kong" data-caption="Grok 4.7 (xhigh) · Hong Kong · view 4 of 4 · score 0.631" href="../img/grok-4.7-xhigh/hong-kong/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Hong Kong · view 4 of 4 · score 0.631" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.480</span><span class="gal-comp">Detailed 0.447 · Overview 0.331 · Physical 0.961</span><span class="gal-cost">$22.04</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/khs-house-of-baeryeom" data-caption="Grok 4.7 (xhigh) · House of Baeryeom · view 1 of 4 · score 0.480" href="../img/grok-4.7-xhigh/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · House of Baeryeom · view 1 of 4 · score 0.480" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/khs-house-of-baeryeom" data-caption="Grok 4.7 (xhigh) · House of Baeryeom · view 2 of 4 · score 0.480" href="../img/grok-4.7-xhigh/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · House of Baeryeom · view 2 of 4 · score 0.480" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/khs-house-of-baeryeom" data-caption="Grok 4.7 (xhigh) · House of Baeryeom · view 3 of 4 · score 0.480" href="../img/grok-4.7-xhigh/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · House of Baeryeom · view 3 of 4 · score 0.480" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/khs-house-of-baeryeom" data-caption="Grok 4.7 (xhigh) · House of Baeryeom · view 4 of 4 · score 0.480" href="../img/grok-4.7-xhigh/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · House of Baeryeom · view 4 of 4 · score 0.480" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.608</span><span class="gal-comp">Detailed 0.570 · Overview 0.570 · Physical 0.760</span><span class="gal-cost">$6.89</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/medieval-big-farm-town" data-caption="Grok 4.7 (xhigh) · Medieval Big Farm Town · view 1 of 4 · score 0.608" href="../img/grok-4.7-xhigh/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Medieval Big Farm Town · view 1 of 4 · score 0.608" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/medieval-big-farm-town" data-caption="Grok 4.7 (xhigh) · Medieval Big Farm Town · view 2 of 4 · score 0.608" href="../img/grok-4.7-xhigh/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Medieval Big Farm Town · view 2 of 4 · score 0.608" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/medieval-big-farm-town" data-caption="Grok 4.7 (xhigh) · Medieval Big Farm Town · view 3 of 4 · score 0.608" href="../img/grok-4.7-xhigh/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Medieval Big Farm Town · view 3 of 4 · score 0.608" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/medieval-big-farm-town" data-caption="Grok 4.7 (xhigh) · Medieval Big Farm Town · view 4 of 4 · score 0.608" href="../img/grok-4.7-xhigh/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Medieval Big Farm Town · view 4 of 4 · score 0.608" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.482</span><span class="gal-comp">Detailed 0.588 · Overview 0.398 · Physical 0.631</span><span class="gal-cost">$9.14</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/medieval-buildings-volume-1" data-caption="Grok 4.7 (xhigh) · Medieval Buildings · view 1 of 4 · score 0.482" href="../img/grok-4.7-xhigh/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Medieval Buildings · view 1 of 4 · score 0.482" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/medieval-buildings-volume-1" data-caption="Grok 4.7 (xhigh) · Medieval Buildings · view 2 of 4 · score 0.482" href="../img/grok-4.7-xhigh/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Medieval Buildings · view 2 of 4 · score 0.482" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/medieval-buildings-volume-1" data-caption="Grok 4.7 (xhigh) · Medieval Buildings · view 3 of 4 · score 0.482" href="../img/grok-4.7-xhigh/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Medieval Buildings · view 3 of 4 · score 0.482" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/medieval-buildings-volume-1" data-caption="Grok 4.7 (xhigh) · Medieval Buildings · view 4 of 4 · score 0.482" href="../img/grok-4.7-xhigh/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Medieval Buildings · view 4 of 4 · score 0.482" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.540</span><span class="gal-comp">Detailed 0.378 · Overview 0.585 · Physical 0.567</span><span class="gal-cost">$9.19</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/nordic-harbour" data-caption="Grok 4.7 (xhigh) · Nordic Harbour · view 1 of 4 · score 0.540" href="../img/grok-4.7-xhigh/nordic-harbour/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Nordic Harbour · view 1 of 4 · score 0.540" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/nordic-harbour" data-caption="Grok 4.7 (xhigh) · Nordic Harbour · view 2 of 4 · score 0.540" href="../img/grok-4.7-xhigh/nordic-harbour/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Nordic Harbour · view 2 of 4 · score 0.540" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/nordic-harbour" data-caption="Grok 4.7 (xhigh) · Nordic Harbour · view 3 of 4 · score 0.540" href="../img/grok-4.7-xhigh/nordic-harbour/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Nordic Harbour · view 3 of 4 · score 0.540" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/nordic-harbour" data-caption="Grok 4.7 (xhigh) · Nordic Harbour · view 4 of 4 · score 0.540" href="../img/grok-4.7-xhigh/nordic-harbour/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Nordic Harbour · view 4 of 4 · score 0.540" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.548</span><span class="gal-comp">Detailed 0.381 · Overview 0.609 · Physical 0.532</span><span class="gal-cost">$8.55</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/paris" data-caption="Grok 4.7 (xhigh) · Paris · view 1 of 4 · score 0.548" href="../img/grok-4.7-xhigh/paris/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Paris · view 1 of 4 · score 0.548" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/paris" data-caption="Grok 4.7 (xhigh) · Paris · view 2 of 4 · score 0.548" href="../img/grok-4.7-xhigh/paris/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Paris · view 2 of 4 · score 0.548" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/paris" data-caption="Grok 4.7 (xhigh) · Paris · view 3 of 4 · score 0.548" href="../img/grok-4.7-xhigh/paris/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Paris · view 3 of 4 · score 0.548" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/paris" data-caption="Grok 4.7 (xhigh) · Paris · view 4 of 4 · score 0.548" href="../img/grok-4.7-xhigh/paris/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Paris · view 4 of 4 · score 0.548" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.626</span><span class="gal-comp">Detailed 0.812 · Overview 0.597 · Physical 0.525</span><span class="gal-cost">$6.83</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/post-apocalyptic-stylized-market" data-caption="Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.626" href="../img/grok-4.7-xhigh/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.626" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/post-apocalyptic-stylized-market" data-caption="Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.626" href="../img/grok-4.7-xhigh/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.626" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/post-apocalyptic-stylized-market" data-caption="Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.626" href="../img/grok-4.7-xhigh/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.626" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/post-apocalyptic-stylized-market" data-caption="Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.626" href="../img/grok-4.7-xhigh/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.626" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.682</span><span class="gal-comp">Detailed 0.752 · Overview 0.658 · Physical 0.686</span><span class="gal-cost">$2.57</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/ruins" data-caption="Grok 4.7 (xhigh) · Ruins · view 1 of 4 · score 0.682" href="../img/grok-4.7-xhigh/ruins/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Ruins · view 1 of 4 · score 0.682" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/ruins" data-caption="Grok 4.7 (xhigh) · Ruins · view 2 of 4 · score 0.682" href="../img/grok-4.7-xhigh/ruins/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Ruins · view 2 of 4 · score 0.682" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/ruins" data-caption="Grok 4.7 (xhigh) · Ruins · view 3 of 4 · score 0.682" href="../img/grok-4.7-xhigh/ruins/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Ruins · view 3 of 4 · score 0.682" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/ruins" data-caption="Grok 4.7 (xhigh) · Ruins · view 4 of 4 · score 0.682" href="../img/grok-4.7-xhigh/ruins/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Ruins · view 4 of 4 · score 0.682" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.708</span><span class="gal-comp">Detailed 0.712 · Overview 0.765 · Physical 0.531</span><span class="gal-cost">$2.64</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/scifi-environment-offworld" data-caption="Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.708" href="../img/grok-4.7-xhigh/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.708" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/scifi-environment-offworld" data-caption="Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.708" href="../img/grok-4.7-xhigh/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.708" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/scifi-environment-offworld" data-caption="Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.708" href="../img/grok-4.7-xhigh/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.708" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/scifi-environment-offworld" data-caption="Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.708" href="../img/grok-4.7-xhigh/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.708" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.683</span><span class="gal-comp">Detailed 0.594 · Overview 0.661 · Physical 0.841</span><span class="gal-cost">$3.86</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/street-new-york" data-caption="Grok 4.7 (xhigh) · New York Street · view 1 of 4 · score 0.683" href="../img/grok-4.7-xhigh/street-new-york/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · New York Street · view 1 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/street-new-york" data-caption="Grok 4.7 (xhigh) · New York Street · view 2 of 4 · score 0.683" href="../img/grok-4.7-xhigh/street-new-york/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · New York Street · view 2 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/street-new-york" data-caption="Grok 4.7 (xhigh) · New York Street · view 3 of 4 · score 0.683" href="../img/grok-4.7-xhigh/street-new-york/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · New York Street · view 3 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/street-new-york" data-caption="Grok 4.7 (xhigh) · New York Street · view 4 of 4 · score 0.683" href="../img/grok-4.7-xhigh/street-new-york/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · New York Street · view 4 of 4 · score 0.683" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.768</span><span class="gal-comp">Detailed 0.773 · Overview 0.802 · Physical 0.660</span><span class="gal-cost">$7.42</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/stylized-elven-valley" data-caption="Grok 4.7 (xhigh) · Stylized Elven Valley · view 1 of 4 · score 0.768" href="../img/grok-4.7-xhigh/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Stylized Elven Valley · view 1 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/stylized-elven-valley" data-caption="Grok 4.7 (xhigh) · Stylized Elven Valley · view 2 of 4 · score 0.768" href="../img/grok-4.7-xhigh/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Stylized Elven Valley · view 2 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/stylized-elven-valley" data-caption="Grok 4.7 (xhigh) · Stylized Elven Valley · view 3 of 4 · score 0.768" href="../img/grok-4.7-xhigh/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Stylized Elven Valley · view 3 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/stylized-elven-valley" data-caption="Grok 4.7 (xhigh) · Stylized Elven Valley · view 4 of 4 · score 0.768" href="../img/grok-4.7-xhigh/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Stylized Elven Valley · view 4 of 4 · score 0.768" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.652</span><span class="gal-comp">Detailed 0.631 · Overview 0.716 · Physical 0.484</span><span class="gal-cost">$5.94</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/urban-decay" data-caption="Grok 4.7 (xhigh) · Urban Decay · view 1 of 4 · score 0.652" href="../img/grok-4.7-xhigh/urban-decay/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Urban Decay · view 1 of 4 · score 0.652" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/urban-decay" data-caption="Grok 4.7 (xhigh) · Urban Decay · view 2 of 4 · score 0.652" href="../img/grok-4.7-xhigh/urban-decay/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Urban Decay · view 2 of 4 · score 0.652" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/urban-decay" data-caption="Grok 4.7 (xhigh) · Urban Decay · view 3 of 4 · score 0.652" href="../img/grok-4.7-xhigh/urban-decay/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Urban Decay · view 3 of 4 · score 0.652" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/urban-decay" data-caption="Grok 4.7 (xhigh) · Urban Decay · view 4 of 4 · score 0.652" href="../img/grok-4.7-xhigh/urban-decay/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Urban Decay · view 4 of 4 · score 0.652" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.511</span><span class="gal-comp">Detailed 0.572 · Overview 0.449 · Physical 0.637</span><span class="gal-cost">$11.13</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="grok-4.7-xhigh/winter-town" data-caption="Grok 4.7 (xhigh) · Winter Town · view 1 of 4 · score 0.511" href="../img/grok-4.7-xhigh/winter-town/v0.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Winter Town · view 1 of 4 · score 0.511" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/winter-town" data-caption="Grok 4.7 (xhigh) · Winter Town · view 2 of 4 · score 0.511" href="../img/grok-4.7-xhigh/winter-town/v1.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Winter Town · view 2 of 4 · score 0.511" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/winter-town" data-caption="Grok 4.7 (xhigh) · Winter Town · view 3 of 4 · score 0.511" href="../img/grok-4.7-xhigh/winter-town/v2.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Winter Town · view 3 of 4 · score 0.511" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="grok-4.7-xhigh/winter-town" data-caption="Grok 4.7 (xhigh) · Winter Town · view 4 of 4 · score 0.511" href="../img/grok-4.7-xhigh/winter-town/v3.webp?v=20261016t2s"><img alt="Grok 4.7 (xhigh) · Winter Town · view 4 of 4 · score 0.511" decoding="async" height="270" loading="lazy" src="../img/grok-4.7-xhigh/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="glm-5.3-flash-max.html">← GLM-5.3 Flash (max)</a><a href="deepseek-v4.1-flash-max.html">DeepSeek V4.1 Flash (max) →</a></nav></div></section>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>Muse Spark 1.3 (max)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="#0081FB" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Meta</title><path d="M6.897 4c1.915 0 3.516.932 5.43 3.376l.282-.373c.19-.246.383-.484.58-.71l.313-.35C14.588 4.788 15.792 4 17.225 4c1.273 0 2.469.557 3.491 1.516l.218.213c1.73 1.765 2.917 4.71 3.053 8.026l.011.392.002.25c0 1.501-.28 2.759-.818 3.7l-.14.23-.108.153c-.301.42-.664.758-1.086 1.009l-.265.142-.087.04a3.493 3.493 0 01-.302.118 4.117 4.117 0 01-1.33.208c-.524 0-.996-.067-1.438-.215-.614-.204-1.163-.56-1.726-1.116l-.227-.235c-.753-.812-1.534-1.976-2.493-3.586l-1.43-2.41-.544-.895-1.766 3.13-.343.592C7.597 19.156 6.227 20 4.356 20c-1.21 0-2.205-.42-2.936-1.182l-.168-.184c-.484-.573-.837-1.311-1.043-2.189l-.067-.32a8.69 8.69 0 01-.136-1.288L0 14.468c.002-.745.06-1.49.174-2.23l.1-.573c.298-1.53.828-2.958 1.536-4.157l.209-.34c1.177-1.83 2.789-3.053 4.615-3.16L6.897 4zm-.033 2.615l-.201.01c-.83.083-1.606.673-2.252 1.577l-.138.199-.01.018c-.67 1.017-1.185 2.378-1.456 3.845l-.004.022a12.591 12.591 0 00-.207 2.254l.002.188c.004.18.017.36.04.54l.043.291c.092.503.257.908.486 1.208l.117.137c.303.323.698.492 1.17.492 1.1 0 1.796-.676 3.696-3.641l2.175-3.4.454-.701-.139-.198C9.11 7.3 8.084 6.616 6.864 6.616zm10.196-.552l-.176.007c-.635.048-1.223.359-1.82.933l-.196.198c-.439.462-.887 1.064-1.367 1.807l.266.398c.18.274.362.56.55.858l.293.475 1.396 2.335.695 1.114c.583.926 1.03 1.6 1.408 2.082l.213.262c.282.326.529.54.777.673l.102.05c.227.1.457.138.718.138.176.002.35-.023.518-.073.338-.104.61-.32.813-.637l.095-.163.077-.162c.194-.459.29-1.06.29-1.785l-.006-.449c-.08-2.871-.938-5.372-2.2-6.798l-.176-.189c-.67-.683-1.444-1.074-2.27-1.074z"></path></svg></span>Muse Spark 1.3 (max)</h1><p class="section-desc">Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>12 <span>of 15</span></b></div><div><small>Score</small><b>0.548</b></div><div><small>Detailed</small><b>0.517</b></div><div><small>Overview</small><b>0.547</b></div><div><small>Physical</small><b>0.582</b></div><div><small>Median cost</small><b>$0.23</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.707</span><span class="gal-comp">Detailed 0.726 · Overview 0.645 · Physical 0.875</span><span class="gal-cost">$0.64</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/abandoned-psychiatric-hospital" data-caption="Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.707" href="../img/muse-spark-1.3-max/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/abandoned-psychiatric-hospital" data-caption="Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.707" href="../img/muse-spark-1.3-max/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/abandoned-psychiatric-hospital" data-caption="Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.707" href="../img/muse-spark-1.3-max/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/abandoned-psychiatric-hospital" data-caption="Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.707" href="../img/muse-spark-1.3-max/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.537</span><span class="gal-comp">Detailed 0.453 · Overview 0.461 · Physical 0.850</span><span class="gal-cost">$0.04</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/blue-city" data-caption="Muse Spark 1.3 (max) · Blue City · view 1 of 4 · score 0.537" href="../img/muse-spark-1.3-max/blue-city/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Blue City · view 1 of 4 · score 0.537" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/blue-city" data-caption="Muse Spark 1.3 (max) · Blue City · view 2 of 4 · score 0.537" href="../img/muse-spark-1.3-max/blue-city/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Blue City · view 2 of 4 · score 0.537" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/blue-city" data-caption="Muse Spark 1.3 (max) · Blue City · view 3 of 4 · score 0.537" href="../img/muse-spark-1.3-max/blue-city/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Blue City · view 3 of 4 · score 0.537" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/blue-city" data-caption="Muse Spark 1.3 (max) · Blue City · view 4 of 4 · score 0.537" href="../img/muse-spark-1.3-max/blue-city/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Blue City · view 4 of 4 · score 0.537" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.589</span><span class="gal-comp">Detailed 0.478 · Overview 0.644 · Physical 0.533</span><span class="gal-cost">$0.50</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/castleriver" data-caption="Muse Spark 1.3 (max) · Castle River · view 1 of 4 · score 0.589" href="../img/muse-spark-1.3-max/castleriver/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Castle River · view 1 of 4 · score 0.589" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/castleriver" data-caption="Muse Spark 1.3 (max) · Castle River · view 2 of 4 · score 0.589" href="../img/muse-spark-1.3-max/castleriver/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Castle River · view 2 of 4 · score 0.589" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/castleriver" data-caption="Muse Spark 1.3 (max) · Castle River · view 3 of 4 · score 0.589" href="../img/muse-spark-1.3-max/castleriver/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Castle River · view 3 of 4 · score 0.589" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/castleriver" data-caption="Muse Spark 1.3 (max) · Castle River · view 4 of 4 · score 0.589" href="../img/muse-spark-1.3-max/castleriver/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Castle River · view 4 of 4 · score 0.589" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.745</span><span class="gal-comp">Detailed 0.740 · Overview 0.812 · Physical 0.548</span><span class="gal-cost">$0.41</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/cyberpunk" data-caption="Muse Spark 1.3 (max) · Cyberpunk · view 1 of 4 · score 0.745" href="../img/muse-spark-1.3-max/cyberpunk/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Cyberpunk · view 1 of 4 · score 0.745" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/cyberpunk" data-caption="Muse Spark 1.3 (max) · Cyberpunk · view 2 of 4 · score 0.745" href="../img/muse-spark-1.3-max/cyberpunk/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Cyberpunk · view 2 of 4 · score 0.745" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/cyberpunk" data-caption="Muse Spark 1.3 (max) · Cyberpunk · view 3 of 4 · score 0.745" href="../img/muse-spark-1.3-max/cyberpunk/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Cyberpunk · view 3 of 4 · score 0.745" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/cyberpunk" data-caption="Muse Spark 1.3 (max) · Cyberpunk · view 4 of 4 · score 0.745" href="../img/muse-spark-1.3-max/cyberpunk/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Cyberpunk · view 4 of 4 · score 0.745" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.734</span><span class="gal-comp">Detailed 0.804 · Overview 0.797 · Physical 0.474</span><span class="gal-cost">$0.37</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/egyptian-temple" data-caption="Muse Spark 1.3 (max) · Egyptian Temple · view 1 of 4 · score 0.734" href="../img/muse-spark-1.3-max/egyptian-temple/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Egyptian Temple · view 1 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/egyptian-temple" data-caption="Muse Spark 1.3 (max) · Egyptian Temple · view 2 of 4 · score 0.734" href="../img/muse-spark-1.3-max/egyptian-temple/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Egyptian Temple · view 2 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/egyptian-temple" data-caption="Muse Spark 1.3 (max) · Egyptian Temple · view 3 of 4 · score 0.734" href="../img/muse-spark-1.3-max/egyptian-temple/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Egyptian Temple · view 3 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/egyptian-temple" data-caption="Muse Spark 1.3 (max) · Egyptian Temple · view 4 of 4 · score 0.734" href="../img/muse-spark-1.3-max/egyptian-temple/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Egyptian Temple · view 4 of 4 · score 0.734" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.028</span><span class="gal-comp">Detailed 0.078 · Overview 0.022 · Physical 0.000</span><span class="gal-cost">$0.11</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/european-street-3d-scene" data-caption="Muse Spark 1.3 (max) · European Street · view 1 of 4 · score 0.028" href="../img/muse-spark-1.3-max/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · European Street · view 1 of 4 · score 0.028" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/european-street-3d-scene" data-caption="Muse Spark 1.3 (max) · European Street · view 2 of 4 · score 0.028" href="../img/muse-spark-1.3-max/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · European Street · view 2 of 4 · score 0.028" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/european-street-3d-scene" data-caption="Muse Spark 1.3 (max) · European Street · view 3 of 4 · score 0.028" href="../img/muse-spark-1.3-max/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · European Street · view 3 of 4 · score 0.028" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/european-street-3d-scene" data-caption="Muse Spark 1.3 (max) · European Street · view 4 of 4 · score 0.028" href="../img/muse-spark-1.3-max/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · European Street · view 4 of 4 · score 0.028" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.229</span><span class="gal-comp">Detailed 0.217 · Overview 0.132 · Physical 0.530</span><span class="gal-cost">$0.04</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/factory-environment" data-caption="Muse Spark 1.3 (max) · Factory Environment · view 1 of 4 · score 0.229" href="../img/muse-spark-1.3-max/factory-environment/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Factory Environment · view 1 of 4 · score 0.229" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/factory-environment" data-caption="Muse Spark 1.3 (max) · Factory Environment · view 2 of 4 · score 0.229" href="../img/muse-spark-1.3-max/factory-environment/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Factory Environment · view 2 of 4 · score 0.229" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/factory-environment" data-caption="Muse Spark 1.3 (max) · Factory Environment · view 3 of 4 · score 0.229" href="../img/muse-spark-1.3-max/factory-environment/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Factory Environment · view 3 of 4 · score 0.229" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/factory-environment" data-caption="Muse Spark 1.3 (max) · Factory Environment · view 4 of 4 · score 0.229" href="../img/muse-spark-1.3-max/factory-environment/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Factory Environment · view 4 of 4 · score 0.229" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.711</span><span class="gal-comp">Detailed 0.811 · Overview 0.642 · Physical 0.815</span><span class="gal-cost">$0.06</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/hong-kong" data-caption="Muse Spark 1.3 (max) · Hong Kong · view 1 of 4 · score 0.711" href="../img/muse-spark-1.3-max/hong-kong/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Hong Kong · view 1 of 4 · score 0.711" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/hong-kong" data-caption="Muse Spark 1.3 (max) · Hong Kong · view 2 of 4 · score 0.711" href="../img/muse-spark-1.3-max/hong-kong/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Hong Kong · view 2 of 4 · score 0.711" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/hong-kong" data-caption="Muse Spark 1.3 (max) · Hong Kong · view 3 of 4 · score 0.711" href="../img/muse-spark-1.3-max/hong-kong/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Hong Kong · view 3 of 4 · score 0.711" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/hong-kong" data-caption="Muse Spark 1.3 (max) · Hong Kong · view 4 of 4 · score 0.711" href="../img/muse-spark-1.3-max/hong-kong/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Hong Kong · view 4 of 4 · score 0.711" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.750</span><span class="gal-comp">Detailed 0.580 · Overview 0.857 · Physical 0.598</span><span class="gal-cost">$0.84</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/khs-house-of-baeryeom" data-caption="Muse Spark 1.3 (max) · House of Baeryeom · view 1 of 4 · score 0.750" href="../img/muse-spark-1.3-max/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · House of Baeryeom · view 1 of 4 · score 0.750" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/khs-house-of-baeryeom" data-caption="Muse Spark 1.3 (max) · House of Baeryeom · view 2 of 4 · score 0.750" href="../img/muse-spark-1.3-max/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · House of Baeryeom · view 2 of 4 · score 0.750" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/khs-house-of-baeryeom" data-caption="Muse Spark 1.3 (max) · House of Baeryeom · view 3 of 4 · score 0.750" href="../img/muse-spark-1.3-max/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · House of Baeryeom · view 3 of 4 · score 0.750" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/khs-house-of-baeryeom" data-caption="Muse Spark 1.3 (max) · House of Baeryeom · view 4 of 4 · score 0.750" href="../img/muse-spark-1.3-max/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · House of Baeryeom · view 4 of 4 · score 0.750" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.675</span><span class="gal-comp">Detailed 0.569 · Overview 0.689 · Physical 0.738</span><span class="gal-cost">$0.17</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/medieval-big-farm-town" data-caption="Muse Spark 1.3 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.675" href="../img/muse-spark-1.3-max/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.675" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/medieval-big-farm-town" data-caption="Muse Spark 1.3 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.675" href="../img/muse-spark-1.3-max/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.675" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/medieval-big-farm-town" data-caption="Muse Spark 1.3 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.675" href="../img/muse-spark-1.3-max/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.675" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/medieval-big-farm-town" data-caption="Muse Spark 1.3 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.675" href="../img/muse-spark-1.3-max/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.675" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.718</span><span class="gal-comp">Detailed 0.671 · Overview 0.752 · Physical 0.663</span><span class="gal-cost">$0.56</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/medieval-buildings-volume-1" data-caption="Muse Spark 1.3 (max) · Medieval Buildings · view 1 of 4 · score 0.718" href="../img/muse-spark-1.3-max/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Medieval Buildings · view 1 of 4 · score 0.718" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/medieval-buildings-volume-1" data-caption="Muse Spark 1.3 (max) · Medieval Buildings · view 2 of 4 · score 0.718" href="../img/muse-spark-1.3-max/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Medieval Buildings · view 2 of 4 · score 0.718" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/medieval-buildings-volume-1" data-caption="Muse Spark 1.3 (max) · Medieval Buildings · view 3 of 4 · score 0.718" href="../img/muse-spark-1.3-max/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Medieval Buildings · view 3 of 4 · score 0.718" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/medieval-buildings-volume-1" data-caption="Muse Spark 1.3 (max) · Medieval Buildings · view 4 of 4 · score 0.718" href="../img/muse-spark-1.3-max/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Medieval Buildings · view 4 of 4 · score 0.718" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.021</span><span class="gal-comp">Detailed 0.042 · Overview 0.021 · Physical 0.000</span><span class="gal-cost">$0.12</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/nordic-harbour" data-caption="Muse Spark 1.3 (max) · Nordic Harbour · view 1 of 4 · score 0.021" href="../img/muse-spark-1.3-max/nordic-harbour/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Nordic Harbour · view 1 of 4 · score 0.021" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/nordic-harbour" data-caption="Muse Spark 1.3 (max) · Nordic Harbour · view 2 of 4 · score 0.021" href="../img/muse-spark-1.3-max/nordic-harbour/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Nordic Harbour · view 2 of 4 · score 0.021" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/nordic-harbour" data-caption="Muse Spark 1.3 (max) · Nordic Harbour · view 3 of 4 · score 0.021" href="../img/muse-spark-1.3-max/nordic-harbour/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Nordic Harbour · view 3 of 4 · score 0.021" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/nordic-harbour" data-caption="Muse Spark 1.3 (max) · Nordic Harbour · view 4 of 4 · score 0.021" href="../img/muse-spark-1.3-max/nordic-harbour/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Nordic Harbour · view 4 of 4 · score 0.021" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.323</span><span class="gal-comp">Detailed 0.315 · Overview 0.212 · Physical 0.666</span><span class="gal-cost">$0.14</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/paris" data-caption="Muse Spark 1.3 (max) · Paris · view 1 of 4 · score 0.323" href="../img/muse-spark-1.3-max/paris/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Paris · view 1 of 4 · score 0.323" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/paris" data-caption="Muse Spark 1.3 (max) · Paris · view 2 of 4 · score 0.323" href="../img/muse-spark-1.3-max/paris/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Paris · view 2 of 4 · score 0.323" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/paris" data-caption="Muse Spark 1.3 (max) · Paris · view 3 of 4 · score 0.323" href="../img/muse-spark-1.3-max/paris/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Paris · view 3 of 4 · score 0.323" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/paris" data-caption="Muse Spark 1.3 (max) · Paris · view 4 of 4 · score 0.323" href="../img/muse-spark-1.3-max/paris/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Paris · view 4 of 4 · score 0.323" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.806</span><span class="gal-comp">Detailed 0.772 · Overview 0.797 · Physical 0.867</span><span class="gal-cost">$0.31</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/post-apocalyptic-stylized-market" data-caption="Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.806" href="../img/muse-spark-1.3-max/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.806" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/post-apocalyptic-stylized-market" data-caption="Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.806" href="../img/muse-spark-1.3-max/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.806" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/post-apocalyptic-stylized-market" data-caption="Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.806" href="../img/muse-spark-1.3-max/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.806" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/post-apocalyptic-stylized-market" data-caption="Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.806" href="../img/muse-spark-1.3-max/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.806" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.770</span><span class="gal-comp">Detailed 0.666 · Overview 0.879 · Physical 0.548</span><span class="gal-cost">$0.16</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/ruins" data-caption="Muse Spark 1.3 (max) · Ruins · view 1 of 4 · score 0.770" href="../img/muse-spark-1.3-max/ruins/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Ruins · view 1 of 4 · score 0.770" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/ruins" data-caption="Muse Spark 1.3 (max) · Ruins · view 2 of 4 · score 0.770" href="../img/muse-spark-1.3-max/ruins/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Ruins · view 2 of 4 · score 0.770" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/ruins" data-caption="Muse Spark 1.3 (max) · Ruins · view 3 of 4 · score 0.770" href="../img/muse-spark-1.3-max/ruins/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Ruins · view 3 of 4 · score 0.770" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/ruins" data-caption="Muse Spark 1.3 (max) · Ruins · view 4 of 4 · score 0.770" href="../img/muse-spark-1.3-max/ruins/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Ruins · view 4 of 4 · score 0.770" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.824</span><span class="gal-comp">Detailed 0.637 · Overview 0.840 · Physical 0.964</span><span class="gal-cost">$0.71</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/scifi-environment-offworld" data-caption="Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.824" href="../img/muse-spark-1.3-max/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.824" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/scifi-environment-offworld" data-caption="Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.824" href="../img/muse-spark-1.3-max/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.824" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/scifi-environment-offworld" data-caption="Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.824" href="../img/muse-spark-1.3-max/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.824" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/scifi-environment-offworld" data-caption="Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.824" href="../img/muse-spark-1.3-max/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.824" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.100</span><span class="gal-comp">Detailed 0.000 · Overview 0.000 · Physical 0.500</span><span class="gal-cost">$0.20</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/street-new-york" data-caption="Muse Spark 1.3 (max) · New York Street · view 1 of 4 · score 0.100" href="../img/muse-spark-1.3-max/street-new-york/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · New York Street · view 1 of 4 · score 0.100" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/street-new-york" data-caption="Muse Spark 1.3 (max) · New York Street · view 2 of 4 · score 0.100" href="../img/muse-spark-1.3-max/street-new-york/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · New York Street · view 2 of 4 · score 0.100" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/street-new-york" data-caption="Muse Spark 1.3 (max) · New York Street · view 3 of 4 · score 0.100" href="../img/muse-spark-1.3-max/street-new-york/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · New York Street · view 3 of 4 · score 0.100" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/street-new-york" data-caption="Muse Spark 1.3 (max) · New York Street · view 4 of 4 · score 0.100" href="../img/muse-spark-1.3-max/street-new-york/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · New York Street · view 4 of 4 · score 0.100" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.508</span><span class="gal-comp">Detailed 0.609 · Overview 0.587 · Physical 0.171</span><span class="gal-cost">$0.18</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/stylized-elven-valley" data-caption="Muse Spark 1.3 (max) · Stylized Elven Valley · view 1 of 4 · score 0.508" href="../img/muse-spark-1.3-max/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Stylized Elven Valley · view 1 of 4 · score 0.508" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/stylized-elven-valley" data-caption="Muse Spark 1.3 (max) · Stylized Elven Valley · view 2 of 4 · score 0.508" href="../img/muse-spark-1.3-max/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Stylized Elven Valley · view 2 of 4 · score 0.508" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/stylized-elven-valley" data-caption="Muse Spark 1.3 (max) · Stylized Elven Valley · view 3 of 4 · score 0.508" href="../img/muse-spark-1.3-max/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Stylized Elven Valley · view 3 of 4 · score 0.508" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/stylized-elven-valley" data-caption="Muse Spark 1.3 (max) · Stylized Elven Valley · view 4 of 4 · score 0.508" href="../img/muse-spark-1.3-max/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Stylized Elven Valley · view 4 of 4 · score 0.508" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.621</span><span class="gal-comp">Detailed 0.675 · Overview 0.605 · Physical 0.614</span><span class="gal-cost">$0.45</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/urban-decay" data-caption="Muse Spark 1.3 (max) · Urban Decay · view 1 of 4 · score 0.621" href="../img/muse-spark-1.3-max/urban-decay/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Urban Decay · view 1 of 4 · score 0.621" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/urban-decay" data-caption="Muse Spark 1.3 (max) · Urban Decay · view 2 of 4 · score 0.621" href="../img/muse-spark-1.3-max/urban-decay/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Urban Decay · view 2 of 4 · score 0.621" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/urban-decay" data-caption="Muse Spark 1.3 (max) · Urban Decay · view 3 of 4 · score 0.621" href="../img/muse-spark-1.3-max/urban-decay/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Urban Decay · view 3 of 4 · score 0.621" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/urban-decay" data-caption="Muse Spark 1.3 (max) · Urban Decay · view 4 of 4 · score 0.621" href="../img/muse-spark-1.3-max/urban-decay/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Urban Decay · view 4 of 4 · score 0.621" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.561</span><span class="gal-comp">Detailed 0.505 · Overview 0.539 · Physical 0.683</span><span class="gal-cost">$0.27</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="muse-spark-1.3-max/winter-town" data-caption="Muse Spark 1.3 (max) · Winter Town · view 1 of 4 · score 0.561" href="../img/muse-spark-1.3-max/winter-town/v0.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Winter Town · view 1 of 4 · score 0.561" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/winter-town" data-caption="Muse Spark 1.3 (max) · Winter Town · view 2 of 4 · score 0.561" href="../img/muse-spark-1.3-max/winter-town/v1.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Winter Town · view 2 of 4 · score 0.561" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/winter-town" data-caption="Muse Spark 1.3 (max) · Winter Town · view 3 of 4 · score 0.561" href="../img/muse-spark-1.3-max/winter-town/v2.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Winter Town · view 3 of 4 · score 0.561" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-spark-1.3-max/winter-town" data-caption="Muse Spark 1.3 (max) · Winter Town · view 4 of 4 · score 0.561" href="../img/muse-spark-1.3-max/winter-town/v3.webp?v=20261016t2s"><img alt="Muse Spark 1.3 (max) · Winter Town · view 4 of 4 · score 0.561" decoding="async" height="270" loading="lazy" src="../img/muse-spark-1.3-max/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="grok-4.6-xhigh.html">← Grok 4.6 (xhigh)</a><a href="glm-5.3-flash-max.html">GLM-5.3 Flash (max) →</a></nav></div></section>
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<footer><p>Code4Scene · UC San Diego & UC Berkeley · <a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">arXiv:2609.36777</a> · <a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">GitHub</a> · <a href="https://simworld.org/" rel="noopener" target="_blank">SimWorld Home</a></p></footer>
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<header class="site-header"><div class="brand"><a aria-label="Code4Scene home" class="brand-home" href="../../index.html#top"><svg aria-hidden="true" fill="none" viewbox="0 0 30 32"><path d="M15 2 27 9v14l-12 7L3 23V9L15 2Z M3 9l12 7 12-7 M15 16v14 M9 5.5l12 7v14 M21 5.5l-12 7v14" stroke="currentColor" stroke-linejoin="round" stroke-width="1.6"></path></svg><span>Code4Scene</span></a><a class="brand-by" href="https://simworld.org/">by SimWorld</a></div><nav aria-label="Main navigation"><a href="../../index.html#top">Benchmark</a><a href="../../index.html#leaderboard">Leaderboard</a><a href="../../index.html#cases">Visualization</a><a class="nav-active" href="../../gallery/">Gallery</a><a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">Paper ↗</a><a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">Github ↗</a></nav></header>
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<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / <span>Muse Wonder Full 1.0 (max)</span></nav><h1 class="section-title gal-name"><span class="logo" aria-hidden="true"><svg fill="#0081FB" fill-rule="evenodd" viewBox="0 0 24 24" xmlns="http://www.w3.org/2000/svg"><title>Meta</title><path d="M6.897 4c1.915 0 3.516.932 5.43 3.376l.282-.373c.19-.246.383-.484.58-.71l.313-.35C14.588 4.788 15.792 4 17.225 4c1.273 0 2.469.557 3.491 1.516l.218.213c1.73 1.765 2.917 4.71 3.053 8.026l.011.392.002.25c0 1.501-.28 2.759-.818 3.7l-.14.23-.108.153c-.301.42-.664.758-1.086 1.009l-.265.142-.087.04a3.493 3.493 0 01-.302.118 4.117 4.117 0 01-1.33.208c-.524 0-.996-.067-1.438-.215-.614-.204-1.163-.56-1.726-1.116l-.227-.235c-.753-.812-1.534-1.976-2.493-3.586l-1.43-2.41-.544-.895-1.766 3.13-.343.592C7.597 19.156 6.227 20 4.356 20c-1.21 0-2.205-.42-2.936-1.182l-.168-.184c-.484-.573-.837-1.311-1.043-2.189l-.067-.32a8.69 8.69 0 01-.136-1.288L0 14.468c.002-.745.06-1.49.174-2.23l.1-.573c.298-1.53.828-2.958 1.536-4.157l.209-.34c1.177-1.83 2.789-3.053 4.615-3.16L6.897 4zm-.033 2.615l-.201.01c-.83.083-1.606.673-2.252 1.577l-.138.199-.01.018c-.67 1.017-1.185 2.378-1.456 3.845l-.004.022a12.591 12.591 0 00-.207 2.254l.002.188c.004.18.017.36.04.54l.043.291c.092.503.257.908.486 1.208l.117.137c.303.323.698.492 1.17.492 1.1 0 1.796-.676 3.696-3.641l2.175-3.4.454-.701-.139-.198C9.11 7.3 8.084 6.616 6.864 6.616zm10.196-.552l-.176.007c-.635.048-1.223.359-1.82.933l-.196.198c-.439.462-.887 1.064-1.367 1.807l.266.398c.18.274.362.56.55.858l.293.475 1.396 2.335.695 1.114c.583.926 1.03 1.6 1.408 2.082l.213.262c.282.326.529.54.777.673l.102.05c.227.1.457.138.718.138.176.002.35-.023.518-.073.338-.104.61-.32.813-.637l.095-.163.077-.162c.194-.459.29-1.06.29-1.785l-.006-.449c-.08-2.871-.938-5.372-2.2-6.798l-.176-.189c-.67-.683-1.444-1.074-2.27-1.074z"></path></svg></span>Muse Wonder Full 1.0 (max)</h1><p class="section-desc">Meta · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four renders each from the evaluator's cameras.</p><div class="gal-stats"><div><small>Rank</small><b>9 <span>of 15</span></b></div><div><small>Score</small><b>0.715</b></div><div><small>Detailed</small><b>0.666</b></div><div><small>Overview</small><b>0.696</b></div><div><small>Physical</small><b>0.819</b></div><div><small>Median cost</small><b>–</b></div></div><nav aria-label="Scenes" class="gal-pills"><a href="#abandoned-psychiatric-hospital">Abandoned Psychiatric Hospital</a><a href="#blue-city">Blue City</a><a href="#castleriver">Castle River</a><a href="#cyberpunk">Cyberpunk</a><a href="#egyptian-temple">Egyptian Temple</a><a href="#european-street-3d-scene">European Street</a><a href="#factory-environment">Factory Environment</a><a href="#hong-kong">Hong Kong</a><a href="#khs-house-of-baeryeom">House of Baeryeom</a><a href="#medieval-big-farm-town">Medieval Big Farm Town</a><a href="#medieval-buildings-volume-1">Medieval Buildings</a><a href="#nordic-harbour">Nordic Harbour</a><a href="#paris">Paris</a><a href="#post-apocalyptic-stylized-market">Post-Apocalyptic Stylized Market</a><a href="#ruins">Ruins</a><a href="#scifi-environment-offworld">Sci-Fi Environment Offworld</a><a href="#street-new-york">New York Street</a><a href="#stylized-elven-valley">Stylized Elven Valley</a><a href="#urban-decay">Urban Decay</a><a href="#winter-town">Winter Town</a></nav></div></section><section class="gal-body"><div class="container"><section class="gal-case" id="abandoned-psychiatric-hospital"><div class="gal-case-head"><h2>Abandoned Psychiatric Hospital</h2><span class="gal-score">0.598</span><span class="gal-comp">Detailed 0.534 · Overview 0.518 · Physical 0.903</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#abandoned-psychiatric-hospital">All agents on this scene →</a></div><p class="gal-brief">Build me a secluded, abandoned institutional complex at night, set in a broad basin of dark, uneven hills beneath a cold blue-gray, faintly starry sky, with light mist softening the distant slopes and tree line. Place one dominant two- to three-story red-brown brick hospital near the center of the landscape, surrounded by a loose clearing rather than a developed town. Give it a large squared C- or U-shaped footprint with long rectangular wings, a recessed central entrance court, a smaller projecting central block, flat or very shallow dark roofs, pale cornices, and repeated tall, narrow windows; the main façade should face into the wooded grounds, while the rear reads as a simpler continuous institutional wall. Enclose parts of the immediate grounds with dark chain-link fencing and gates, and add low rough stone borders, sparse paths or worn drives, scattered rocks, shrubs, and a few small ornamental plantings near the building. Surround the hospital with an irregular grove of mature deciduous trees mixed with thinner, columnar trees, densest around the façade and sides but thinning naturally toward the hills; keep their spacing organic, with isolated trunks and small clusters casting long shadows. Shape the terrain as rolling, softly eroded ground with shallow ridges, hollows, and steepening slopes that rise around the complex on nearly every side, forming the scene’s outer boundary. Keep the overall composition sparse and isolated, with the single building cluster occupying only a small portion of the expansive, dark landscape.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/abandoned-psychiatric-hospital" data-caption="Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.598" href="../img/muse-wonder-full-1.0-max/abandoned-psychiatric-hospital/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 1 of 4 · score 0.598" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/abandoned-psychiatric-hospital/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/abandoned-psychiatric-hospital" data-caption="Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.598" href="../img/muse-wonder-full-1.0-max/abandoned-psychiatric-hospital/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 2 of 4 · score 0.598" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/abandoned-psychiatric-hospital/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/abandoned-psychiatric-hospital" data-caption="Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.598" href="../img/muse-wonder-full-1.0-max/abandoned-psychiatric-hospital/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 3 of 4 · score 0.598" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/abandoned-psychiatric-hospital/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/abandoned-psychiatric-hospital" data-caption="Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.598" href="../img/muse-wonder-full-1.0-max/abandoned-psychiatric-hospital/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Abandoned Psychiatric Hospital · view 4 of 4 · score 0.598" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/abandoned-psychiatric-hospital/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="blue-city"><div class="gal-case-head"><h2>Blue City</h2><span class="gal-score">0.775</span><span class="gal-comp">Detailed 0.608 · Overview 0.774 · Physical 0.948</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#blue-city">All agents on this scene →</a></div><p class="gal-brief">Build me a compact Moroccan medina street inspired by Chefchaouen, with a tranquil, sunlit atmosphere and roughly fifteen to twenty tightly adjoining two- to four-story buildings arranged along both sides of a broad, straight road. Layer the irregular façades with recessed courtyards, narrow alleys, horseshoe-arched passages, exterior stair landings, projecting timber galleries, small balconies, and overlapping rooflines. Construct the road from worn, slightly reflective paving with broad shallow puddles, pale raised curbs, and narrow dark cobbled sidewalks. Finish the buildings in weathered cobalt and powder blue, white, pale turquoise, dusty coral, and peach stucco, frequently exposing dark stone masonry beneath chipped plaster. Use predominantly orange terracotta roof tiles, punctuated by pale-blue tiled pyramidal roofs and flat blue terraces. Make a tall blue tower house with a dark wooden room projecting below its roof the central landmark. Frame deep-set wooden doors and arched windows with alternating blue-and-white bands, then add flowering vines, tall palms, twin-lantern streetlights, and occasional wooden benches.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/blue-city" data-caption="Muse Wonder Full 1.0 (max) · Blue City · view 1 of 4 · score 0.775" href="../img/muse-wonder-full-1.0-max/blue-city/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Blue City · view 1 of 4 · score 0.775" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/blue-city/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/blue-city" data-caption="Muse Wonder Full 1.0 (max) · Blue City · view 2 of 4 · score 0.775" href="../img/muse-wonder-full-1.0-max/blue-city/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Blue City · view 2 of 4 · score 0.775" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/blue-city/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/blue-city" data-caption="Muse Wonder Full 1.0 (max) · Blue City · view 3 of 4 · score 0.775" href="../img/muse-wonder-full-1.0-max/blue-city/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Blue City · view 3 of 4 · score 0.775" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/blue-city/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/blue-city" data-caption="Muse Wonder Full 1.0 (max) · Blue City · view 4 of 4 · score 0.775" href="../img/muse-wonder-full-1.0-max/blue-city/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Blue City · view 4 of 4 · score 0.775" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/blue-city/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="castleriver"><div class="gal-case-head"><h2>Castle River</h2><span class="gal-score">0.518</span><span class="gal-comp">Detailed 0.553 · Overview 0.485 · Physical 0.582</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#castleriver">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, atmospheric medieval mountain fortress occupying a rocky rise beside a broad, shallow, muddy river or flooded plain, surrounded by rolling green-and-tan terrain and steep, pale, heavily eroded mountains. Place one large ruined stone castle at one end of the scene, formed from a compact cluster of adjoining structures: a tall rectangular gatehouse or keep with a pointed-arched opening, several lower round and square towers, crenellated curtain walls, roofless interior chambers, broken wall sections, and scattered red banners and small red-tiled or conical roofs. Extend a long, straight fortified stone bridge or causeway outward from the castle across the water, lined with low battlements and supported by a repeated sequence of broad masonry arches; terminate its far end with a small roofed gateway-like section. Beside the castle end, add a damaged wooden ramp, stairs, platforms, braces, and numerous irregular vertical piles emerging from the water, some leaning or broken. Scatter a few isolated posts and debris across the flooded area, but keep the composition largely open and uncluttered. Set pale boulders around the castle foundations and patches of vivid low vegetation along the shoreline, with one or two dense dark-green tree clusters near the bridge’s outer side. Shape the surrounding ground as broad undulating slopes, exposed cream-colored ridges, shallow channels, and distant water edges, using strongly rippled terrain surfaces. Keep the fortress and bridge as the only major built elements, with generous empty space emphasizing their isolation, ruined condition, and dramatic scale under warm low sunlight, long shadows, and a partly cloudy sky.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/castleriver" data-caption="Muse Wonder Full 1.0 (max) · Castle River · view 1 of 4 · score 0.518" href="../img/muse-wonder-full-1.0-max/castleriver/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Castle River · view 1 of 4 · score 0.518" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/castleriver/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/castleriver" data-caption="Muse Wonder Full 1.0 (max) · Castle River · view 2 of 4 · score 0.518" href="../img/muse-wonder-full-1.0-max/castleriver/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Castle River · view 2 of 4 · score 0.518" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/castleriver/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/castleriver" data-caption="Muse Wonder Full 1.0 (max) · Castle River · view 3 of 4 · score 0.518" href="../img/muse-wonder-full-1.0-max/castleriver/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Castle River · view 3 of 4 · score 0.518" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/castleriver/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/castleriver" data-caption="Muse Wonder Full 1.0 (max) · Castle River · view 4 of 4 · score 0.518" href="../img/muse-wonder-full-1.0-max/castleriver/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Castle River · view 4 of 4 · score 0.518" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/castleriver/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="cyberpunk"><div class="gal-case-head"><h2>Cyberpunk</h2><span class="gal-score">0.707</span><span class="gal-comp">Detailed 0.545 · Overview 0.665 · Physical 0.994</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#cyberpunk">All agents on this scene →</a></div><p class="gal-brief">Build me a stylized cyberpunk city fragment at night, floating on an uninterrupted flat pale-blue ground plane with no roads, curbs, vegetation, or terrain detail. At the center, form a dense, irregular cross-shaped cluster of roughly a dozen connected mid-rise blocks, packed tightly into narrow alleys and small open courts. Give these buildings dark brick, gray stucco, and muted red façades, projecting window bays, balconies, exterior stairs, awnings, rooftop sheds, vents, air-conditioning units, railings, and rows of small glowing windows. Line their ground floors with compact storefronts, glass doors, illuminated display windows, and vertical or horizontal East Asian neon signs. Suspend a chunky red-orange futuristic vehicle above one courtyard beside an open concrete frame. Around this compact inner neighborhood, arrange a much looser ring of roughly twenty detached high-rise towers, leaving broad empty blue gaps between them and the center. Most towers should be simple rectangular residential slabs with repetitive bands or grids of bright white-blue windows, varied heights, and dark mechanical rooftop boxes. Add several landmark skyscrapers: cyan-lit glass towers capped by vivid hot-pink geometric crowns, a tall pink-edged tower wrapped in diagonal lattice braces and topped with antenna fins, and a few extremely tall, nearly black monolithic slabs at the outer edges, some leaning into or cropping out of the view. Keep the composition deliberately sparse and surreal outside the crowded core, with towers facing inward in an uneven ring, no continuous street network, and hard scene boundaries created by isolated buildings and oversized dark slabs against a deep navy sky.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/cyberpunk" data-caption="Muse Wonder Full 1.0 (max) · Cyberpunk · view 1 of 4 · score 0.707" href="../img/muse-wonder-full-1.0-max/cyberpunk/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Cyberpunk · view 1 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/cyberpunk/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/cyberpunk" data-caption="Muse Wonder Full 1.0 (max) · Cyberpunk · view 2 of 4 · score 0.707" href="../img/muse-wonder-full-1.0-max/cyberpunk/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Cyberpunk · view 2 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/cyberpunk/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/cyberpunk" data-caption="Muse Wonder Full 1.0 (max) · Cyberpunk · view 3 of 4 · score 0.707" href="../img/muse-wonder-full-1.0-max/cyberpunk/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Cyberpunk · view 3 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/cyberpunk/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/cyberpunk" data-caption="Muse Wonder Full 1.0 (max) · Cyberpunk · view 4 of 4 · score 0.707" href="../img/muse-wonder-full-1.0-max/cyberpunk/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Cyberpunk · view 4 of 4 · score 0.707" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/cyberpunk/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="egyptian-temple"><div class="gal-case-head"><h2>Egyptian Temple</h2><span class="gal-score">0.732</span><span class="gal-comp">Detailed 0.754 · Overview 0.646 · Physical 0.970</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#egyptian-temple">All agents on this scene →</a></div><p class="gal-brief">Build me a Egyptian temple ruin isolated in a vast, softly rolling orange desert. Place one compact rectangular temple as the dominant structure, its massive pale sandstone walls slightly battered and articulated with shallow projecting sections, engraved panels, faded figures and hieroglyphic bands, thin gold accents, and turquoise, yellow, red, and blue painted friezes. Give it a flat, nearly complete slab roof enclosed by an uneven pale stone coping. Orient the decorated entrance toward an open forecourt: the façade should have a broad shadowed central opening, several closely spaced papyrus-style columns with colorful flared capitals, shorter square supports, and low painted railings, revealing a dark columned interior and a faintly illuminated passage beyond. Keep the other three elevations mostly solid and monumental, with repeated rectangular relief panels and horizontal ornamental courses. In front and slightly to one side, arrange the remains of a detached colonnade: four tall, slender painted columns set in a loose line beneath two incomplete, offset sandstone lintel beams, leaving obvious gaps and broken continuity. Scatter an irregular trail of cracked paving slabs and small fragments around their bases, partly swallowed by sand.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/egyptian-temple" data-caption="Muse Wonder Full 1.0 (max) · Egyptian Temple · view 1 of 4 · score 0.732" href="../img/muse-wonder-full-1.0-max/egyptian-temple/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Egyptian Temple · view 1 of 4 · score 0.732" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/egyptian-temple/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/egyptian-temple" data-caption="Muse Wonder Full 1.0 (max) · Egyptian Temple · view 2 of 4 · score 0.732" href="../img/muse-wonder-full-1.0-max/egyptian-temple/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Egyptian Temple · view 2 of 4 · score 0.732" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/egyptian-temple/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/egyptian-temple" data-caption="Muse Wonder Full 1.0 (max) · Egyptian Temple · view 3 of 4 · score 0.732" href="../img/muse-wonder-full-1.0-max/egyptian-temple/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Egyptian Temple · view 3 of 4 · score 0.732" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/egyptian-temple/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/egyptian-temple" data-caption="Muse Wonder Full 1.0 (max) · Egyptian Temple · view 4 of 4 · score 0.732" href="../img/muse-wonder-full-1.0-max/egyptian-temple/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Egyptian Temple · view 4 of 4 · score 0.732" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/egyptian-temple/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="european-street-3d-scene"><div class="gal-case-head"><h2>European Street</h2><span class="gal-score">0.609</span><span class="gal-comp">Detailed 0.548 · Overview 0.540 · Physical 0.875</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#european-street-3d-scene">All agents on this scene →</a></div><p class="gal-brief">Build me a bright, stylized old European street scene with a warm, cheerful, slightly polished mood. Create a narrow cobblestone road that curves gently between two continuous rows of tightly packed two- and three-story buildings, with slim brick-paved sidewalks and raised curb strips along both sides. Use roughly fifteen adjoining façades in saturated yellow, orange, red, cream, green, and exposed dark brick, all facing the street and varying organically in width and setback. Give them stucco or masonry walls, stone-textured lower courses and window surrounds, tiled overhanging roofs, tall rectangular windows, occasional green shutters, small wrought-iron balconies, storefront-like openings, and several heavy wooden doors set into rounded stone arches. Place ornate black wall lanterns at regular intervals and freestanding multi-lamp streetlights along the sidewalks, with drainpipes running down several façades. Keep the street empty of people, vehicles, and vegetation. Let the dense building corridor bend toward a larger brick building at one end, while the opposite end opens abruptly onto a flat dark horizon beneath a vivid blue, cloud-dappled sky.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/european-street-3d-scene" data-caption="Muse Wonder Full 1.0 (max) · European Street · view 1 of 4 · score 0.609" href="../img/muse-wonder-full-1.0-max/european-street-3d-scene/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · European Street · view 1 of 4 · score 0.609" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/european-street-3d-scene/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/european-street-3d-scene" data-caption="Muse Wonder Full 1.0 (max) · European Street · view 2 of 4 · score 0.609" href="../img/muse-wonder-full-1.0-max/european-street-3d-scene/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · European Street · view 2 of 4 · score 0.609" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/european-street-3d-scene/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/european-street-3d-scene" data-caption="Muse Wonder Full 1.0 (max) · European Street · view 3 of 4 · score 0.609" href="../img/muse-wonder-full-1.0-max/european-street-3d-scene/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · European Street · view 3 of 4 · score 0.609" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/european-street-3d-scene/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/european-street-3d-scene" data-caption="Muse Wonder Full 1.0 (max) · European Street · view 4 of 4 · score 0.609" href="../img/muse-wonder-full-1.0-max/european-street-3d-scene/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · European Street · view 4 of 4 · score 0.609" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/european-street-3d-scene/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="factory-environment"><div class="gal-case-head"><h2>Factory Environment</h2><span class="gal-score">0.785</span><span class="gal-comp">Detailed 0.677 · Overview 0.751 · Physical 0.995</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#factory-environment">All agents on this scene →</a></div><p class="gal-brief">Build a sunlit factory workshop presented as a roofless cutaway, with a rectangular concrete floor, concrete walls along the rear and both sides, and an open front facing a loading yard. Arrange two parallel conveyor assembly lines inside the workshop, separated by a broad central aisle that continues into the yard. Place industrial robotic arms beside the conveyors and control desks at the ends of the lines. Along the rear wall, group a boiler, a powder-storage unit, electrical cabinets, and connected metal pipes into a compact utility zone. Set a raised metal platform with railings and an access stair beside this equipment. Keep a storage area along one side wall, with tall shelving, grouped boxes, pallets, and clustered barrels. Put a forklift near the shelving and a pallet cart near the open front. Use concrete pillars to divide the workshop into bays, and place industrial lamps and signs near the work areas. Add short fence sections along the edges of the loading yard while leaving its entrance open. Give the concrete and metal surfaces a worn industrial appearance. Keep the two production lines, rear utility zone, side storage, and open circulation routes clearly distinguishable under daylight.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/factory-environment" data-caption="Muse Wonder Full 1.0 (max) · Factory Environment · view 1 of 4 · score 0.785" href="../img/muse-wonder-full-1.0-max/factory-environment/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Factory Environment · view 1 of 4 · score 0.785" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/factory-environment/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/factory-environment" data-caption="Muse Wonder Full 1.0 (max) · Factory Environment · view 2 of 4 · score 0.785" href="../img/muse-wonder-full-1.0-max/factory-environment/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Factory Environment · view 2 of 4 · score 0.785" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/factory-environment/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/factory-environment" data-caption="Muse Wonder Full 1.0 (max) · Factory Environment · view 3 of 4 · score 0.785" href="../img/muse-wonder-full-1.0-max/factory-environment/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Factory Environment · view 3 of 4 · score 0.785" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/factory-environment/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/factory-environment" data-caption="Muse Wonder Full 1.0 (max) · Factory Environment · view 4 of 4 · score 0.785" href="../img/muse-wonder-full-1.0-max/factory-environment/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Factory Environment · view 4 of 4 · score 0.785" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/factory-environment/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="hong-kong"><div class="gal-case-head"><h2>Hong Kong</h2><span class="gal-score">0.700</span><span class="gal-comp">Detailed 0.648 · Overview 0.771 · Physical 0.539</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#hong-kong">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Hong Kong neighborhood fragment suspended against an open blue-sky backdrop, with roughly twenty tightly packed mid-rise residential and mixed-use buildings arranged organically along two narrow streets that meet at a small offset intersection. Form the scene as an irregular L- or cross-shaped urban island with no surrounding terrain: sidewalks, roads, and buildings end abruptly at sheer vertical cut edges, exposing plain building backs above an empty pale-blue void. Use mostly six- to ten-story concrete apartment blocks with flat roofs, muted pink, cream, gray, brown, and green stucco or tile façades, narrow gaps, varied setbacks, and occasional rounded street corners. Face the detailed façades inward toward the roads while leaving outward-facing sides as tall, largely blank walls. Fill the inner streets with yellow curb lines, white lane markings, yellow zebra crossings, small traffic islands, railings, bollards, signs, lamps, hydrants, bins, utility boxes, manholes, and a fenced orange roadwork area with barriers and cones. Make the ground floors a continuous, cluttered strip of shuttered storefronts, recessed doors, awnings, Chinese and English signs, graffiti, lanterns, and hanging pennant flags. Cover upper façades with gridded metal-framed windows, enclosed balconies, projecting air-conditioning units, drainpipes, cables, laundry racks, and colorful clothes. Crowd the flat rooftops with corrugated extensions, water or utility housings, railings, antenna frames, satellite dishes, ducts, and small mechanical boxes. Keep the urban core richly detailed and convincingly dense, but let the block perimeter terminate unevenly and starkly in simple wall masses.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/hong-kong" data-caption="Muse Wonder Full 1.0 (max) · Hong Kong · view 1 of 4 · score 0.700" href="../img/muse-wonder-full-1.0-max/hong-kong/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Hong Kong · view 1 of 4 · score 0.700" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/hong-kong/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/hong-kong" data-caption="Muse Wonder Full 1.0 (max) · Hong Kong · view 2 of 4 · score 0.700" href="../img/muse-wonder-full-1.0-max/hong-kong/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Hong Kong · view 2 of 4 · score 0.700" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/hong-kong/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/hong-kong" data-caption="Muse Wonder Full 1.0 (max) · Hong Kong · view 3 of 4 · score 0.700" href="../img/muse-wonder-full-1.0-max/hong-kong/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Hong Kong · view 3 of 4 · score 0.700" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/hong-kong/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/hong-kong" data-caption="Muse Wonder Full 1.0 (max) · Hong Kong · view 4 of 4 · score 0.700" href="../img/muse-wonder-full-1.0-max/hong-kong/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Hong Kong · view 4 of 4 · score 0.700" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/hong-kong/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="khs-house-of-baeryeom"><div class="gal-case-head"><h2>House of Baeryeom</h2><span class="gal-score">0.789</span><span class="gal-comp">Detailed 0.684 · Overview 0.848 · Physical 0.719</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#khs-house-of-baeryeom">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse traditional Korean hanok compound displayed on a large, perfectly flat square platform of pale gray checkerboard tiles, surrounded only by an open blue sky and distant featureless horizon. Place the architecture as a compact, orderly cluster near the platform’s center, leaving broad expanses of empty tiled ground around it. Form the main compound from roughly five connected or closely spaced single-story timber buildings arranged around small courtyards and narrow passages, with white plaster wall panels, warm brown exposed beams, low brick bases, wooden lattice windows and doors, and sweeping dark gray tiled roofs with raised eaves and decorative ridge ends. Include a prominent recessed entry passage containing a heavy double wooden gate studded with dark metal fittings and ring handles. Set two or three small detached pavilion-like outbuildings around the main cluster, including one isolated structure beside a long façade and another pair slightly farther away. Keep all structures low, rectilinear, and carefully aligned, but vary their roof orientations to create an interlocking silhouette. Use bright daylight, soft clouds, strong directional shadows, and no vegetation, furnishings, people, roads, fences, or surrounding landscape.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/khs-house-of-baeryeom" data-caption="Muse Wonder Full 1.0 (max) · House of Baeryeom · view 1 of 4 · score 0.789" href="../img/muse-wonder-full-1.0-max/khs-house-of-baeryeom/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · House of Baeryeom · view 1 of 4 · score 0.789" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/khs-house-of-baeryeom/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/khs-house-of-baeryeom" data-caption="Muse Wonder Full 1.0 (max) · House of Baeryeom · view 2 of 4 · score 0.789" href="../img/muse-wonder-full-1.0-max/khs-house-of-baeryeom/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · House of Baeryeom · view 2 of 4 · score 0.789" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/khs-house-of-baeryeom/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/khs-house-of-baeryeom" data-caption="Muse Wonder Full 1.0 (max) · House of Baeryeom · view 3 of 4 · score 0.789" href="../img/muse-wonder-full-1.0-max/khs-house-of-baeryeom/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · House of Baeryeom · view 3 of 4 · score 0.789" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/khs-house-of-baeryeom/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/khs-house-of-baeryeom" data-caption="Muse Wonder Full 1.0 (max) · House of Baeryeom · view 4 of 4 · score 0.789" href="../img/muse-wonder-full-1.0-max/khs-house-of-baeryeom/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · House of Baeryeom · view 4 of 4 · score 0.789" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/khs-house-of-baeryeom/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-big-farm-town"><div class="gal-case-head"><h2>Medieval Big Farm Town</h2><span class="gal-score">0.709</span><span class="gal-comp">Detailed 0.712 · Overview 0.701 · Physical 0.731</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#medieval-big-farm-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sprawling medieval farm town set in a rugged, enclosed mountain basin, with a dense fortified settlement occupying the rocky northern half and broad, open farmland spreading southward. Ring the scene with massive irregular gray boulders, steep mossy outcrops, scattered grassy plateaus, and narrow turquoise streams that descend through gaps in the rocks, including several small white waterfalls. Place roughly sixty to eighty compact timber-and-stone buildings inside and around a rectangular walled town: mostly one- and two-story houses with dark wooden framing, pale infill or masonry walls, and steep orange-brown tiled roofs. Arrange them tightly and organically along narrow dirt lanes, small courtyards, canals, and bridges, with taller square gate towers and watchtowers punctuating the long timber-and-stone walls. Outside the walls, transition to a much sparser patchwork of fenced fields, orchards, livestock enclosures, winding dirt tracks, isolated cottages, sheds, tents, carts, stacked materials, and scattered rocks. Distribute several tall wooden windmills across the fields, some attached to heavy stone or timber tower bases, and place additional lookout buildings on remote rocky peaks and grassy ledges. Let streams skirt both sides of the settlement, feed small turquoise pools within the town, and pass beneath simple wooden footbridges. Use uneven grassy ground with worn pale paths, low fences, shrubs, tall grass, and thin, irregularly spaced trees, keeping the town center crowded and layered while the agricultural outskirts remain open, loosely ordered, and visibly bounded by cliffs and boulder formations.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/medieval-big-farm-town" data-caption="Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.709" href="../img/muse-wonder-full-1.0-max/medieval-big-farm-town/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 1 of 4 · score 0.709" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/medieval-big-farm-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/medieval-big-farm-town" data-caption="Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.709" href="../img/muse-wonder-full-1.0-max/medieval-big-farm-town/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 2 of 4 · score 0.709" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/medieval-big-farm-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/medieval-big-farm-town" data-caption="Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.709" href="../img/muse-wonder-full-1.0-max/medieval-big-farm-town/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 3 of 4 · score 0.709" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/medieval-big-farm-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/medieval-big-farm-town" data-caption="Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.709" href="../img/muse-wonder-full-1.0-max/medieval-big-farm-town/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Medieval Big Farm Town · view 4 of 4 · score 0.709" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/medieval-big-farm-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="medieval-buildings-volume-1"><div class="gal-case-head"><h2>Medieval Buildings</h2><span class="gal-score">0.783</span><span class="gal-comp">Detailed 0.684 · Overview 0.841 · Physical 0.709</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#medieval-buildings-volume-1">All agents on this scene →</a></div><p class="gal-brief">Build me a medieval rural hamlet on a broad, gently rolling grassy plain beneath a bright, softly clouded sky. Arrange roughly a dozen buildings in an irregular loose cluster around branching dirt lanes and several open grassy courtyards, leaving wide gaps between the outer structures and open countryside visible at every edge. Mix long one- and two-storey timber-framed houses with pale plaster infill, dark exposed beams, stone foundations, steep thatched roofs, small shuttered windows, and heavy wooden doors; add several plainer dark wooden barns with tall gabled roofs and a few large rectangular stone buildings capped by dark thatch. Place the largest half-timbered houses near the central junction, with barns and stone structures spread around the perimeter and facing inward toward paths or clearings. Include a few small thatched sheds between them, plus an open-sided thatched market or work shelter containing simple wooden equipment and a faint warm glow. Add short stone steps at raised doorways, occasional covered porches, multiple smoking chimneys, worn earth around entrances, and long directional shadows. Keep the settlement organic, quiet, minimally furnished, and moderately spaced rather than crowded.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/medieval-buildings-volume-1" data-caption="Muse Wonder Full 1.0 (max) · Medieval Buildings · view 1 of 4 · score 0.783" href="../img/muse-wonder-full-1.0-max/medieval-buildings-volume-1/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Medieval Buildings · view 1 of 4 · score 0.783" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/medieval-buildings-volume-1/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/medieval-buildings-volume-1" data-caption="Muse Wonder Full 1.0 (max) · Medieval Buildings · view 2 of 4 · score 0.783" href="../img/muse-wonder-full-1.0-max/medieval-buildings-volume-1/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Medieval Buildings · view 2 of 4 · score 0.783" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/medieval-buildings-volume-1/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/medieval-buildings-volume-1" data-caption="Muse Wonder Full 1.0 (max) · Medieval Buildings · view 3 of 4 · score 0.783" href="../img/muse-wonder-full-1.0-max/medieval-buildings-volume-1/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Medieval Buildings · view 3 of 4 · score 0.783" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/medieval-buildings-volume-1/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/medieval-buildings-volume-1" data-caption="Muse Wonder Full 1.0 (max) · Medieval Buildings · view 4 of 4 · score 0.783" href="../img/muse-wonder-full-1.0-max/medieval-buildings-volume-1/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Medieval Buildings · view 4 of 4 · score 0.783" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/medieval-buildings-volume-1/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="nordic-harbour"><div class="gal-case-head"><h2>Nordic Harbour</h2><span class="gal-score">0.834</span><span class="gal-comp">Detailed 0.732 · Overview 0.822 · Physical 0.972</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#nordic-harbour">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit Copenhagen-style canal district with narrow cobblestone streets and rectangular waterways enclosing dense urban blocks. Arrange roughly thirty attached four- to six-storey townhouses in continuous street and canal-front rows, using slender façades, repetitive white-framed windows, arched doors and carriage entrances, modest cornices, and steep tiled roofs packed with dormers and brick chimneys. Include occasional exposed party walls between staggered building rows. Finish the façades in weathered muted red, mustard yellow, dusty blue, warm grey, beige, and exposed brick, with red, orange, and charcoal roof tiles. Run a principal waterfront street along a stone quay, crossed by smaller streets and linked across the canals by short, gently arched stone-and-metal bridges, including one opening onto a broad paved promenade with rounded landings. Form the canal edges from stepped pale stone, dark timber retaining walls, and iron railings around reflective rippling water. Add regularly spaced leafy trees, ornate black lamps, stone bollards, benches, European road signs, zebra crossings, puddles, grime, and sparse weeds.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/nordic-harbour" data-caption="Muse Wonder Full 1.0 (max) · Nordic Harbour · view 1 of 4 · score 0.834" href="../img/muse-wonder-full-1.0-max/nordic-harbour/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Nordic Harbour · view 1 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/nordic-harbour/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/nordic-harbour" data-caption="Muse Wonder Full 1.0 (max) · Nordic Harbour · view 2 of 4 · score 0.834" href="../img/muse-wonder-full-1.0-max/nordic-harbour/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Nordic Harbour · view 2 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/nordic-harbour/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/nordic-harbour" data-caption="Muse Wonder Full 1.0 (max) · Nordic Harbour · view 3 of 4 · score 0.834" href="../img/muse-wonder-full-1.0-max/nordic-harbour/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Nordic Harbour · view 3 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/nordic-harbour/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/nordic-harbour" data-caption="Muse Wonder Full 1.0 (max) · Nordic Harbour · view 4 of 4 · score 0.834" href="../img/muse-wonder-full-1.0-max/nordic-harbour/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Nordic Harbour · view 4 of 4 · score 0.834" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/nordic-harbour/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="paris"><div class="gal-case-head"><h2>Paris</h2><span class="gal-score">0.630</span><span class="gal-comp">Detailed 0.571 · Overview 0.609 · Physical 0.749</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#paris">All agents on this scene →</a></div><p class="gal-brief">Build me a dense central-Paris-style urban district with a quiet, slightly overcast atmosphere, formed by roughly twenty tightly packed mid-rise perimeter blocks arranged along a network of narrow streets and a few wider intersecting avenues. Use irregular trapezoidal, triangular, and polygonal blocks that follow angled roads, with nearly continuous street-facing façades and enclosed interior courtyards; several courtyards should remain visibly unfinished, with tall plain off-white inner walls and flat gray paving. Make the buildings predominantly six to seven stories tall in a consistent Haussmannian style: pale weathered stone façades, repetitive tall windows, black wrought-iron balcony rails, dark gray mansard roofs, dormer windows, chimneys, decorative cornices, and occasional arched blue or red doors. Cluster the blocks closely enough to create urban canyons, while allowing chamfered corners and wedge-shaped buildings to define junctions. Cover the ground with dark asphalt roads, broad gray stone sidewalks, painted lane arrows, dashed markings, zebra crossings, and small traffic islands. Place black bollards and metal pedestrian railings along selected curbs, traffic lights at a prominent intersection, a red no-entry sign on a side street, and scattered street signs and poles. Add a bicycle rack with several bicycles beside a corner bistro, sparse young sidewalk trees, a few benches or café chairs, and occasional small street clutter, but almost no people or vehicles. Keep the terrain flat and terminate the outer edges with abruptly cut building blocks, blank courtyard shells, gray ground planes, and an empty pale sky.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/paris" data-caption="Muse Wonder Full 1.0 (max) · Paris · view 1 of 4 · score 0.630" href="../img/muse-wonder-full-1.0-max/paris/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Paris · view 1 of 4 · score 0.630" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/paris/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/paris" data-caption="Muse Wonder Full 1.0 (max) · Paris · view 2 of 4 · score 0.630" href="../img/muse-wonder-full-1.0-max/paris/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Paris · view 2 of 4 · score 0.630" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/paris/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/paris" data-caption="Muse Wonder Full 1.0 (max) · Paris · view 3 of 4 · score 0.630" href="../img/muse-wonder-full-1.0-max/paris/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Paris · view 3 of 4 · score 0.630" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/paris/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/paris" data-caption="Muse Wonder Full 1.0 (max) · Paris · view 4 of 4 · score 0.630" href="../img/muse-wonder-full-1.0-max/paris/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Paris · view 4 of 4 · score 0.630" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/paris/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="post-apocalyptic-stylized-market"><div class="gal-case-head"><h2>Post-Apocalyptic Stylized Market</h2><span class="gal-score">0.629</span><span class="gal-comp">Detailed 0.784 · Overview 0.498 · Physical 0.863</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#post-apocalyptic-stylized-market">All agents on this scene →</a></div><p class="gal-brief">Create a stylized post-apocalyptic supermarket scene presented as a roofless cutaway, with a shop floor, surrounding walls, broken front windows, and an entrance facing an open forecourt. Arrange two parallel rows of retail shelves inside the shop, separated by a broad central aisle connecting the entrance to the rear of the shop. Place checkout counters just inside the entrance and beverage coolers and frozen-goods freezers along the rear wall. Keep some shelves bare. Place a sparse assortment of groceries on the other shelves. Include cans, milk bottles, pasta boxes, and food packages among these groceries. Put metal storage racks and stacked boxes in one rear corner. Cluster abandoned shopping carts near the entrance. Mount a large market sign above the entrance and place a freestanding market sign in the forecourt. Set parking stops and traffic cones along the forecourt edges. Scatter small garbage piles, a trash bin, and discarded tires around the outer perimeter. Add grass and small trees along the outer edges of the site. Give the scene worn surfaces and muted colors. Use clear daylight. Keep circulation routes open throughout the abandoned shop.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/post-apocalyptic-stylized-market" data-caption="Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.629" href="../img/muse-wonder-full-1.0-max/post-apocalyptic-stylized-market/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 1 of 4 · score 0.629" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/post-apocalyptic-stylized-market/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/post-apocalyptic-stylized-market" data-caption="Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.629" href="../img/muse-wonder-full-1.0-max/post-apocalyptic-stylized-market/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 2 of 4 · score 0.629" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/post-apocalyptic-stylized-market/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/post-apocalyptic-stylized-market" data-caption="Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.629" href="../img/muse-wonder-full-1.0-max/post-apocalyptic-stylized-market/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 3 of 4 · score 0.629" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/post-apocalyptic-stylized-market/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/post-apocalyptic-stylized-market" data-caption="Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.629" href="../img/muse-wonder-full-1.0-max/post-apocalyptic-stylized-market/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Post-Apocalyptic Stylized Market · view 4 of 4 · score 0.629" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/post-apocalyptic-stylized-market/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="ruins"><div class="gal-case-head"><h2>Ruins</h2><span class="gal-score">0.841</span><span class="gal-comp">Detailed 0.904 · Overview 0.878 · Physical 0.667</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#ruins">All agents on this scene →</a></div><p class="gal-brief">Build me a vast, abandoned stone city in a rugged mountain valley, with a pale turquoise, fast-flowing river winding through the settlement and dividing dense districts of ruins on both banks. Arrange dozens upon dozens of roofless medieval buildings organically along narrow dirt lanes, irregular courtyards, and stepped rocky ground, clustering them most tightly beside the river and thinning them toward the surrounding slopes. Use weathered gray masonry throughout: squat rectangular houses, taller blocky halls, broken towers, and several larger Gothic structures with pointed and rounded arches, arcades, buttress-like wall sections, and partially collapsed upper stories. Most buildings should retain only jagged exterior walls and exposed room divisions, while a few include decayed timber frames, beams, balconies, or skeletal roofs. Connect the banks with a narrow arched stone bridge, and place scattered stairs, retaining walls, rubble piles, fallen logs, and isolated masonry fragments among the ruins. Shape the terrain as uneven brown earth broken by broad rock shelves, cliffs, large pale boulders, gullies, and steep ridges that enclose the valley. Populate open spaces and settlement edges with irregular clusters of mature leafy trees, sparse woodland, scrub, grasses, weeds, and small wildflowers, leaving a few broad bare courtyards amid the denser blocks. Beyond the city, continue into rocky, lightly forested mountains, with low white clouds and mist threading between slopes and buildings. Keep the layout sprawling, tightly packed, and distinctly unordered, with architecture conforming to the natural rock rather than a grid, and give the scene a quiet, hazy, overgrown atmosphere under soft daylight.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/ruins" data-caption="Muse Wonder Full 1.0 (max) · Ruins · view 1 of 4 · score 0.841" href="../img/muse-wonder-full-1.0-max/ruins/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Ruins · view 1 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/ruins/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/ruins" data-caption="Muse Wonder Full 1.0 (max) · Ruins · view 2 of 4 · score 0.841" href="../img/muse-wonder-full-1.0-max/ruins/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Ruins · view 2 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/ruins/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/ruins" data-caption="Muse Wonder Full 1.0 (max) · Ruins · view 3 of 4 · score 0.841" href="../img/muse-wonder-full-1.0-max/ruins/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Ruins · view 3 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/ruins/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/ruins" data-caption="Muse Wonder Full 1.0 (max) · Ruins · view 4 of 4 · score 0.841" href="../img/muse-wonder-full-1.0-max/ruins/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Ruins · view 4 of 4 · score 0.841" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/ruins/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="scifi-environment-offworld"><div class="gal-case-head"><h2>Sci-Fi Environment Offworld</h2><span class="gal-score">0.772</span><span class="gal-comp">Detailed 0.612 · Overview 0.749 · Physical 1.000</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#scifi-environment-offworld">All agents on this scene →</a></div><p class="gal-brief">Create a scene of a remote science-fiction power installation on an open expanse of dark metallic ground under cool daylight. Place a tall science-fiction tower at the center of the installation, with two smaller towers behind it. Form low, uneven mounds along the rear and both sides of the site while leaving the front open. Keep a broad, clear approach across the ground from the open front to the central tower. Arrange generators in a compact group to the right of the central tower. Run curved metal pipes between the generators and the base of that tower, and cluster additional pipe sections beside the generators. Place power-line units behind the generator group, with cords lying near their bases. Set a metal statue to the left of the approach, separated from the machinery. Give the ground and equipment a weathered metallic appearance with restrained glowing accents. Keep the central tower visually dominant, with the smaller towers, mounds, and grouped machinery framing the open approach.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/scifi-environment-offworld" data-caption="Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.772" href="../img/muse-wonder-full-1.0-max/scifi-environment-offworld/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 1 of 4 · score 0.772" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/scifi-environment-offworld/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/scifi-environment-offworld" data-caption="Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.772" href="../img/muse-wonder-full-1.0-max/scifi-environment-offworld/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 2 of 4 · score 0.772" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/scifi-environment-offworld/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/scifi-environment-offworld" data-caption="Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.772" href="../img/muse-wonder-full-1.0-max/scifi-environment-offworld/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 3 of 4 · score 0.772" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/scifi-environment-offworld/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/scifi-environment-offworld" data-caption="Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.772" href="../img/muse-wonder-full-1.0-max/scifi-environment-offworld/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Sci-Fi Environment Offworld · view 4 of 4 · score 0.772" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/scifi-environment-offworld/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="street-new-york"><div class="gal-case-head"><h2>New York Street</h2><span class="gal-score">0.648</span><span class="gal-comp">Detailed 0.605 · Overview 0.620 · Physical 0.778</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#street-new-york">All agents on this scene →</a></div><p class="gal-brief">Build me a compact, sunlit New York City brownstone block centered on two narrow asphalt streets meeting at a right-angle intersection. Line concrete curbs and sidewalks with roughly fifteen tightly spaced three- to five-story row houses and small apartment buildings, creating a nearly continuous street wall with slight variations in height and setback. Use predominantly weathered red brick, with occasional brownstone and pale stone façades, dark-painted trim, flat parapet roofs, and a few mansard or stepped-gable profiles. Detail the buildings with repetitive sash windows, shutters, projecting bays, cornices, window air conditioners, fire escapes, basement openings, and raised stoops enclosed by ornate black iron railings. Add mature leafy street trees in guards, small planted front areas, benches, and American flags. Mark the roads with crosswalks, dashed lane lines, manholes, and scattered fallen leaves. Include curved streetlamps, blue mailboxes, hydrants, refuse bins, street signs, a yellow taxi, a van, and a dark sedan. Use bright midday sunlight, strong tree shadows, and light atmospheric haze.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/street-new-york" data-caption="Muse Wonder Full 1.0 (max) · New York Street · view 1 of 4 · score 0.648" href="../img/muse-wonder-full-1.0-max/street-new-york/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · New York Street · view 1 of 4 · score 0.648" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/street-new-york/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/street-new-york" data-caption="Muse Wonder Full 1.0 (max) · New York Street · view 2 of 4 · score 0.648" href="../img/muse-wonder-full-1.0-max/street-new-york/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · New York Street · view 2 of 4 · score 0.648" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/street-new-york/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/street-new-york" data-caption="Muse Wonder Full 1.0 (max) · New York Street · view 3 of 4 · score 0.648" href="../img/muse-wonder-full-1.0-max/street-new-york/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · New York Street · view 3 of 4 · score 0.648" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/street-new-york/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/street-new-york" data-caption="Muse Wonder Full 1.0 (max) · New York Street · view 4 of 4 · score 0.648" href="../img/muse-wonder-full-1.0-max/street-new-york/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · New York Street · view 4 of 4 · score 0.648" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/street-new-york/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="stylized-elven-valley"><div class="gal-case-head"><h2>Stylized Elven Valley</h2><span class="gal-score">0.855</span><span class="gal-comp">Detailed 0.937 · Overview 0.849 · Physical 0.792</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#stylized-elven-valley">All agents on this scene →</a></div><p class="gal-brief">Build a stylized elven courtyard in a rocky, wooded valley under soft daylight. A circular stone plaza forms the center, with two round elven homes on opposite sides of the plaza. Give the homes domed roofs, ornamental roof details, and arched entrances. Place a stone altar at the center of the plaza, with a cluster of blue crystals on top. A broad stone stair leads up to the front of the plaza, and an ornamental arch frames the stair entrance. Add railings along the outer edges of the plaza and beside the stair, leaving the approach open. Arrange benches around the plaza and lanterns beside the approach. Behind the homes, group large trees and irregular rocks to enclose the courtyard. Scatter smaller rocks, grass, flowers, and mushrooms around the bases of the trees. Add ivy to selected building walls. Keep the route from the stair to the altar clear, and use pale stone architecture surrounded by lush green vegetation.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/stylized-elven-valley" data-caption="Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 1 of 4 · score 0.855" href="../img/muse-wonder-full-1.0-max/stylized-elven-valley/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 1 of 4 · score 0.855" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/stylized-elven-valley/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/stylized-elven-valley" data-caption="Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 2 of 4 · score 0.855" href="../img/muse-wonder-full-1.0-max/stylized-elven-valley/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 2 of 4 · score 0.855" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/stylized-elven-valley/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/stylized-elven-valley" data-caption="Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 3 of 4 · score 0.855" href="../img/muse-wonder-full-1.0-max/stylized-elven-valley/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 3 of 4 · score 0.855" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/stylized-elven-valley/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/stylized-elven-valley" data-caption="Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 4 of 4 · score 0.855" href="../img/muse-wonder-full-1.0-max/stylized-elven-valley/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Stylized Elven Valley · view 4 of 4 · score 0.855" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/stylized-elven-valley/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="urban-decay"><div class="gal-case-head"><h2>Urban Decay</h2><span class="gal-score">0.709</span><span class="gal-comp">Detailed 0.757 · Overview 0.694 · Physical 0.706</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#urban-decay">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, decaying industrial district at amber dusk, with deep blue-black shadows, hazy air, and a flat, largely featureless pale-beige ground plane stretching between isolated structures. Organize the scene around a broad elevated roadway running lengthwise through the district on regular concrete piers, its unusually bright, plain deck dominating the aerial views; place a narrower rusted steel rail viaduct diagonally across and beneath it, with exposed trusses and dark tracks. Cluster roughly twenty-five brick warehouses, workshops, and tenement-like blocks along both corridors, leaving broad empty lots and unfinished-looking gaps between them. Most buildings should be rectangular, two to four stories tall, with red or faded tan brick, weathered plaster patches, repetitive dark windows, flat or gently pitched rust-streaked roofs, and occasional decorative cornices; include several larger freestanding mill buildings around the outer area and smaller sheds packed near the central crossing. Add wooden utility poles and dense sagging overhead wires along the streets, chain-link fencing and graffiti-covered metal barriers beneath the viaduct, exterior fire escapes, narrow catwalks, suspended industrial pipes, rooftop vents, service doors, steps, and shadowed passages between buildings. Keep streets and yards empty of people and vehicles, with no vegetation and little visible surface detailing. Frame the distant edges with thin, hazy silhouettes of a modern city skyline, while keeping the reconstructed district low-rise, fragmented, and irregularly spaced, denser around the rail junction and markedly emptier toward the perimeter.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/urban-decay" data-caption="Muse Wonder Full 1.0 (max) · Urban Decay · view 1 of 4 · score 0.709" href="../img/muse-wonder-full-1.0-max/urban-decay/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Urban Decay · view 1 of 4 · score 0.709" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/urban-decay/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/urban-decay" data-caption="Muse Wonder Full 1.0 (max) · Urban Decay · view 2 of 4 · score 0.709" href="../img/muse-wonder-full-1.0-max/urban-decay/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Urban Decay · view 2 of 4 · score 0.709" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/urban-decay/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/urban-decay" data-caption="Muse Wonder Full 1.0 (max) · Urban Decay · view 3 of 4 · score 0.709" href="../img/muse-wonder-full-1.0-max/urban-decay/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Urban Decay · view 3 of 4 · score 0.709" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/urban-decay/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/urban-decay" data-caption="Muse Wonder Full 1.0 (max) · Urban Decay · view 4 of 4 · score 0.709" href="../img/muse-wonder-full-1.0-max/urban-decay/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Urban Decay · view 4 of 4 · score 0.709" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/urban-decay/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><section class="gal-case" id="winter-town"><div class="gal-case-head"><h2>Winter Town</h2><span class="gal-score">0.671</span><span class="gal-comp">Detailed 0.464 · Overview 0.666 · Physical 0.893</span><span class="gal-cost">–</span><a class="gal-up" href="../cases.html#winter-town">All agents on this scene →</a></div><p class="gal-brief">Build me a sparse, isolated winter settlement set in a broad snow-filled basin at warm, hazy sunset, with deep ivory snowdrifts, long blue-gray shadows, occasional falling snow, and wooded hills enclosing the scene. Place the main residential cluster along one side of a frozen lake or broad flooded plain: roughly three large, tall slab-shaped apartment blocks, each about ten stories, arranged loosely around short access roads and open courtyards rather than packed into a continuous street wall. Give them repetitive grid façades in weathered beige concrete, rows of small rectangular windows, and darker recessed balcony bands. Scatter about five smaller, boxy brick apartment buildings in front of and between the towers, generally four or five stories high, with snow-covered hipped or flat roofs, chimneys, antennas, and a few warmly lit windows. Run a narrow cracked asphalt road past the buildings, bend it around the courtyards, and continue it beside the lake before carrying it across the frozen water on a long, straight, low bridge supported by simple piers. Edge parts of the lakeside road and open ground with segmented decorative concrete fencing. Keep the central landscape largely undeveloped: rolling, wind-sculpted snowbanks, shallow gullies, exposed patches of dark road or water, scattered shrubs, and a few small frozen pools or irregular black openings in the ice. Add several isolated cottages or utility-like brick structures among the snow-covered slopes and woods, including a weathered two-story masonry house with a chimney, rooftop antennas, and smoke rising. Populate the terrain organically with dense stands of snow-laden birch and pine near the settlement, sparser leafless trees and twisted bushes across the open mounds, and thicker evergreen forests climbing the surrounding hills. Let the outer boundary dissolve into uneven snowy ridges, forested mountains, and the frozen lake, keeping the overall composition quiet, spacious, weathered, and only lightly inhabited.</p><div class="gal-views"><a class="gimg" data-group="muse-wonder-full-1.0-max/winter-town" data-caption="Muse Wonder Full 1.0 (max) · Winter Town · view 1 of 4 · score 0.671" href="../img/muse-wonder-full-1.0-max/winter-town/v0.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Winter Town · view 1 of 4 · score 0.671" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/winter-town/v0_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/winter-town" data-caption="Muse Wonder Full 1.0 (max) · Winter Town · view 2 of 4 · score 0.671" href="../img/muse-wonder-full-1.0-max/winter-town/v1.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Winter Town · view 2 of 4 · score 0.671" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/winter-town/v1_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/winter-town" data-caption="Muse Wonder Full 1.0 (max) · Winter Town · view 3 of 4 · score 0.671" href="../img/muse-wonder-full-1.0-max/winter-town/v2.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Winter Town · view 3 of 4 · score 0.671" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/winter-town/v2_t.webp?v=20261016t2s" width="480"/></a><a class="gimg" data-group="muse-wonder-full-1.0-max/winter-town" data-caption="Muse Wonder Full 1.0 (max) · Winter Town · view 4 of 4 · score 0.671" href="../img/muse-wonder-full-1.0-max/winter-town/v3.webp?v=20261016t2s"><img alt="Muse Wonder Full 1.0 (max) · Winter Town · view 4 of 4 · score 0.671" decoding="async" height="270" loading="lazy" src="../img/muse-wonder-full-1.0-max/winter-town/v3_t.webp?v=20261016t2s" width="480"/></a></div></section><nav aria-label="Other agents" class="gal-pn"><a href="claude-haiku-5.5-max.html">← Claude Haiku 5.5 (max)</a><a href="gemini-3.8-flash-high.html">Gemini 3.8 Flash (high) →</a></nav></div></section>
|
| 13 |
+
</main>
|
| 14 |
+
<footer><p>Code4Scene · UC San Diego & UC Berkeley · <a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">arXiv:2609.36777</a> · <a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">GitHub</a> · <a href="https://simworld.org/" rel="noopener" target="_blank">SimWorld Home</a></p></footer>
|
| 15 |
+
<script defer src="../../assets/gallery.js?v=20261016t2s"></script>
|
| 16 |
+
</body></html>
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index.html
CHANGED
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scripts/t2s_components.py
ADDED
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| 1 |
+
#!/usr/bin/env python3
|
| 2 |
+
"""Per-case Detailed / Overview / Physical scores for the Text-to-Scene re-run (user, 2026-10-16).
|
| 3 |
+
|
| 4 |
+
The internal leaderboard publishes one score per model and case. The public ranking also shows the three
|
| 5 |
+
components of that score (0.2 x Detailed + 0.6 x Overview + 0.2 x Physical), so this reads them from the very
|
| 6 |
+
result.json each case score comes from. It does not pick results itself: it imports the run-status page's own
|
| 7 |
+
code and wraps its scoring step, which already decides which result counts (the latest score folder, and only
|
| 8 |
+
when it scored the case's current valid attempt; a failed content check scores 0). Nothing is written.
|
| 9 |
+
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| 10 |
+
Run where the status page's code lives, with its folder as the argument; the JSON goes to stdout:
|
| 11 |
+
ssh <host> python3 - <status-page-dir> < scripts/t2s_components.py > ../t2s-src/components.json
|
| 12 |
+
"""
|
| 13 |
+
import json
|
| 14 |
+
import sys
|
| 15 |
+
import time
|
| 16 |
+
from pathlib import Path
|
| 17 |
+
|
| 18 |
+
sys.path.insert(0, sys.argv[1])
|
| 19 |
+
import server # noqa: E402 (the status page; importing it does not start the server)
|
| 20 |
+
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| 21 |
+
scoring = server.sandbox_scoring
|
| 22 |
+
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| 23 |
+
|
| 24 |
+
def with_components(run, rows, score_dirs):
|
| 25 |
+
out = scoring(run, rows, score_dirs)
|
| 26 |
+
found = {}
|
| 27 |
+
for sd in score_dirs: # later folders win, as in the status page
|
| 28 |
+
for rj in (sd / "batches" / "text" / "results").glob("*-long/result.json") if sd.is_dir() else ():
|
| 29 |
+
try:
|
| 30 |
+
r = json.load(open(rj))
|
| 31 |
+
except Exception:
|
| 32 |
+
continue
|
| 33 |
+
comps = (r.get("primary_score") or {}).get("components") or {}
|
| 34 |
+
found[rj.parent.name] = {
|
| 35 |
+
"umap": Path(str(r.get("candidate_umap") or "")).name,
|
| 36 |
+
"score": r.get("overall_score"),
|
| 37 |
+
"detailed": (comps.get("semantic") or {}).get("score"),
|
| 38 |
+
"overview": (comps.get("holistic_overview") or {}).get("score"),
|
| 39 |
+
"physical": (comps.get("physics") or {}).get("score"),
|
| 40 |
+
"weights": {k: (v or {}).get("weight") for k, v in comps.items()},
|
| 41 |
+
}
|
| 42 |
+
for e, g in zip(out["cases"], rows):
|
| 43 |
+
if not e["case"].endswith("-long") or e.get("status") != "done":
|
| 44 |
+
continue
|
| 45 |
+
r = found.get(e["case"])
|
| 46 |
+
cur = sorted((run / "cases" / e["case"] / f"attempt-{g.get('attempt')}" / "episode").glob("*.umap"))
|
| 47 |
+
if r and cur and r["umap"] == cur[-1].name: # the result the status page counted
|
| 48 |
+
e["components"] = {k: r[k] for k in ("detailed", "overview", "physical", "score", "weights")}
|
| 49 |
+
return out
|
| 50 |
+
|
| 51 |
+
|
| 52 |
+
server.sandbox_scoring = with_components
|
| 53 |
+
snap = server.snapshot()
|
| 54 |
+
print(json.dumps({
|
| 55 |
+
"generated_at": snap["generated_at"],
|
| 56 |
+
"when": time.strftime("%Y-%m-%d %H:%M UTC", time.gmtime(snap["generated_at"])),
|
| 57 |
+
"models": [{"key": m["key"], "state": (m.get("scoring") or {}).get("state"),
|
| 58 |
+
"cases": [c for c in (m.get("scoring") or {}).get("cases") or [] if c["case"].endswith("-long")]}
|
| 59 |
+
for m in snap["models"]],
|
| 60 |
+
}))
|
scripts/t2s_gallery.py
ADDED
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@@ -0,0 +1,240 @@
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|
| 1 |
+
#!/usr/bin/env python3
|
| 2 |
+
"""The Text-to-Scene gallery: what every shown configuration built on each of the 20 scenes (user, 2026-10-16:
|
| 3 |
+
"gallery可以放上去").
|
| 4 |
+
|
| 5 |
+
The internal leaderboard's gallery, rebuilt for this site: the evaluator's four candidate renders per model and case
|
| 6 |
+
(the benchmark's own cameras, 1280x720), with the case score and cost. Only the configurations on the leaderboard
|
| 7 |
+
(data/t2s-sandbox.json, written by scripts/t2s_sandbox_round.py, so run that first); nothing internal (paths, judge
|
| 8 |
+
notes, clips) is carried over. Pages:
|
| 9 |
+
gallery/index.html the agents, in leaderboard order, each with a strip of fixed scenes
|
| 10 |
+
gallery/cases.html scene by scene: every agent's view-0 render, best first; a click shows all four views
|
| 11 |
+
gallery/model/<key>.html one agent: its 20 scenes, each with the four renders, score, components and cost
|
| 12 |
+
Renders are re-encoded as WebP (1280 px at q72, 480 px thumbnails at q70): about 120 kB a view instead of 260 kB,
|
| 13 |
+
with no visible difference at full size. Encoding is incremental.
|
| 14 |
+
python3 scripts/t2s_gallery.py --src ../t2s-src
|
| 15 |
+
"""
|
| 16 |
+
from __future__ import annotations
|
| 17 |
+
|
| 18 |
+
import argparse
|
| 19 |
+
import html
|
| 20 |
+
import json
|
| 21 |
+
import math
|
| 22 |
+
import re
|
| 23 |
+
import shutil
|
| 24 |
+
from concurrent.futures import ProcessPoolExecutor
|
| 25 |
+
from pathlib import Path
|
| 26 |
+
|
| 27 |
+
from PIL import Image
|
| 28 |
+
|
| 29 |
+
ROOT = Path(__file__).resolve().parent.parent
|
| 30 |
+
OUT = ROOT / "gallery"
|
| 31 |
+
V = "20261016t2s"
|
| 32 |
+
STRIP = ["blue-city", "cyberpunk", "egyptian-temple", "nordic-harbour", "winter-town"] # the same five for everyone
|
| 33 |
+
CSS_V, PAPER_CSS = V, "5427505a"
|
| 34 |
+
e = html.escape
|
| 35 |
+
|
| 36 |
+
|
| 37 |
+
def trunc(x: float, n: int = 3) -> str:
|
| 38 |
+
return f"{math.floor(x * 10 ** n + 1e-9) / 10 ** n:.{n}f}"
|
| 39 |
+
|
| 40 |
+
|
| 41 |
+
def money(x):
|
| 42 |
+
return f"${x:.2f}" if x is not None else "–"
|
| 43 |
+
|
| 44 |
+
|
| 45 |
+
# ---- renders -------------------------------------------------------------------------------------------------
|
| 46 |
+
def encode(job):
|
| 47 |
+
src, full, thumb = job
|
| 48 |
+
if full.exists() and thumb.exists() and full.stat().st_mtime >= src.stat().st_mtime:
|
| 49 |
+
return 0
|
| 50 |
+
full.parent.mkdir(parents=True, exist_ok=True)
|
| 51 |
+
im = Image.open(src).convert("RGB")
|
| 52 |
+
im.save(full, "WEBP", quality=72, method=6)
|
| 53 |
+
t = im.resize((480, round(480 * im.height / im.width)), Image.LANCZOS)
|
| 54 |
+
t.save(thumb, "WEBP", quality=70, method=6)
|
| 55 |
+
return 1
|
| 56 |
+
|
| 57 |
+
|
| 58 |
+
def renders(src: Path, D: dict, internal: dict) -> None:
|
| 59 |
+
jobs, keep = [], set()
|
| 60 |
+
for m in D["models"]:
|
| 61 |
+
for c in D["cases"]:
|
| 62 |
+
for v in range(4):
|
| 63 |
+
s = src / "img" / internal[m["name"]] / c["id"] / f"v{v}.jpg"
|
| 64 |
+
assert s.exists(), s
|
| 65 |
+
full = OUT / "img" / m["key"] / c["slug"] / f"v{v}.webp"
|
| 66 |
+
thumb = full.with_name(f"v{v}_t.webp")
|
| 67 |
+
jobs.append((s, full, thumb))
|
| 68 |
+
keep |= {full, thumb}
|
| 69 |
+
with ProcessPoolExecutor() as ex:
|
| 70 |
+
n = sum(ex.map(encode, jobs, chunksize=8))
|
| 71 |
+
for f in (OUT / "img").rglob("*.webp"): # a configuration that left the leaderboard
|
| 72 |
+
if f not in keep:
|
| 73 |
+
f.unlink()
|
| 74 |
+
for d in sorted((OUT / "img").rglob("*"), reverse=True):
|
| 75 |
+
if d.is_dir() and not any(d.iterdir()):
|
| 76 |
+
d.rmdir()
|
| 77 |
+
print(f"renders: {n} encoded, {len(jobs) - n} unchanged")
|
| 78 |
+
|
| 79 |
+
|
| 80 |
+
# ---- pages ---------------------------------------------------------------------------------------------------
|
| 81 |
+
def page(root: str, title: str, desc: str, body: str) -> str:
|
| 82 |
+
nav = (f'<header class="site-header"><div class="brand"><a aria-label="Code4Scene home" class="brand-home" href="{root}index.html#top">'
|
| 83 |
+
'<svg aria-hidden="true" fill="none" viewbox="0 0 30 32"><path d="M15 2 27 9v14l-12 7L3 23V9L15 2Z M3 9l12 7 12-7 M15 16v14 '
|
| 84 |
+
'M9 5.5l12 7v14 M21 5.5l-12 7v14" stroke="currentColor" stroke-linejoin="round" stroke-width="1.6"></path></svg>'
|
| 85 |
+
'<span>Code4Scene</span></a><a class="brand-by" href="https://simworld.org/">by SimWorld</a></div>'
|
| 86 |
+
f'<nav aria-label="Main navigation"><a href="{root}index.html#top">Benchmark</a><a href="{root}index.html#leaderboard">Leaderboard</a>'
|
| 87 |
+
f'<a href="{root}index.html#cases">Visualization</a><a class="nav-active" href="{root}gallery/">Gallery</a>'
|
| 88 |
+
'<a href="https://arxiv.org/abs/2609.36777" rel="noopener" target="_blank">Paper ↗</a>'
|
| 89 |
+
'<a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">Github ↗</a></nav></header>')
|
| 90 |
+
foot = ('<footer><p>Code4Scene · UC San Diego & UC Berkeley · <a href="https://arxiv.org/abs/2609.36777" rel="noopener" '
|
| 91 |
+
'target="_blank">arXiv:2609.36777</a> · <a href="https://github.com/SimWorld-AI/Code4Scene" rel="noopener" target="_blank">'
|
| 92 |
+
'GitHub</a> · <a href="https://simworld.org/" rel="noopener" target="_blank">SimWorld Home</a></p></footer>')
|
| 93 |
+
return ('<!DOCTYPE html>\n<html lang="en"><head>\n<meta charset="utf-8"/><meta content="width=device-width,initial-scale=1" name="viewport"/>\n'
|
| 94 |
+
f'<title>{e(title)}</title><meta content="{e(desc)}" name="description"/>\n'
|
| 95 |
+
f'<link href="{root}assets/code4scene-mark.svg" rel="icon"/>\n'
|
| 96 |
+
f'<link href="{root}assets/paper.css?v={PAPER_CSS}" rel="stylesheet"/>\n'
|
| 97 |
+
f'<link href="{root}assets/buildingbench.css?v={CSS_V}" rel="stylesheet"/>\n'
|
| 98 |
+
f'<link href="{root}assets/gallery.css?v={V}" rel="stylesheet"/>\n'
|
| 99 |
+
f'</head><body class="gallery-page"><a class="skip-link" href="#main">Skip to the gallery</a>\n{nav}\n'
|
| 100 |
+
f'<main class="page-main" id="main">\n{body}\n</main>\n{foot}\n'
|
| 101 |
+
f'<script defer src="{root}assets/gallery.js?v={V}"></script>\n</body></html>\n')
|
| 102 |
+
|
| 103 |
+
|
| 104 |
+
def logo(svg: str, uid: str) -> str:
|
| 105 |
+
for gid in set(re.findall(r'id="([^"]+)"', svg)):
|
| 106 |
+
svg = svg.replace(f'id="{gid}"', f'id="{gid}{uid}"').replace(f"url(#{gid})", f"url(#{gid}{uid})")
|
| 107 |
+
return f'<span class="logo" aria-hidden="true">{svg}</span>'
|
| 108 |
+
|
| 109 |
+
|
| 110 |
+
def views(m: dict, c: dict, prefix: str, first_only: bool = False, chip: str = "") -> str:
|
| 111 |
+
"""The four renders as thumbnails linking to full size; gallery.js opens them in a viewer, grouped per agent and
|
| 112 |
+
scene. first_only: show view 1 and keep the other three as links the viewer steps through; chip: a score on it."""
|
| 113 |
+
group = f"{m['key']}/{c['slug']}"
|
| 114 |
+
out = []
|
| 115 |
+
for v in range(4):
|
| 116 |
+
base = f"{prefix}img/{m['key']}/{c['slug']}/v{v}"
|
| 117 |
+
cap = f"{m['name']} · {c['title']} · view {v + 1} of 4 · score {trunc(m['cases'][c['id']]['score'])}"
|
| 118 |
+
img = (f'<img alt="{e(cap)}" decoding="async" height="270" loading="lazy" src="{base}_t.webp?v={V}" width="480"/>'
|
| 119 |
+
if v == 0 or not first_only else "")
|
| 120 |
+
if v == 0 and chip:
|
| 121 |
+
img += f'<span class="gal-chip">{chip}</span>'
|
| 122 |
+
hidden = ' hidden=""' if first_only and v else ""
|
| 123 |
+
out.append(f'<a class="gimg" data-group="{e(group)}" data-caption="{e(cap)}" href="{base}.webp?v={V}"{hidden}>{img}</a>')
|
| 124 |
+
return f'<div class="{"gal-first" if first_only else "gal-views"}">{"".join(out)}</div>'
|
| 125 |
+
|
| 126 |
+
|
| 127 |
+
def brief(text: str) -> str:
|
| 128 |
+
return f'<p class="gal-brief">{e(text)}</p>'
|
| 129 |
+
|
| 130 |
+
|
| 131 |
+
def switcher(active: str) -> str:
|
| 132 |
+
link = lambda key, href, text: (f'<a aria-current="page" class="on" href="{href}">{text}</a>' if key == active
|
| 133 |
+
else f'<a href="{href}">{text}</a>')
|
| 134 |
+
return ('<nav aria-label="Browse the gallery" class="gal-switch">' + link("agent", "./", "By agent")
|
| 135 |
+
+ link("scene", "cases.html", "By scene") + "</nav>")
|
| 136 |
+
|
| 137 |
+
|
| 138 |
+
INTRO = ("What each configuration built on the 20 Research Track scenes in the October 2026 Text-to-Scene re-run, as the "
|
| 139 |
+
"evaluator saw it: four renders per scene from the benchmark's own cameras, with the case score and the agent's cost. "
|
| 140 |
+
"Scores are truncated to three decimals; a case without a valid scene scores 0.")
|
| 141 |
+
|
| 142 |
+
|
| 143 |
+
def index_page(D: dict, logos: dict) -> str:
|
| 144 |
+
rows = []
|
| 145 |
+
for i, m in enumerate(D["models"]):
|
| 146 |
+
strip = "".join(f'<img alt="" decoding="async" height="270" loading="lazy" src="img/{m["key"]}/{s}/v0_t.webp?v={V}" width="480"/>'
|
| 147 |
+
for s in STRIP)
|
| 148 |
+
rows.append(f'<li><a class="gal-agent" href="model/{m["key"]}.html"><span class="rk">{i + 1}</span>'
|
| 149 |
+
f'<span class="who">{logo(logos[m["logo"]], f"G{i}")}<span><b>{e(m["name"])}</b><small>{e(m["org"])}</small></span></span>'
|
| 150 |
+
f'<span class="num"><small>Score</small><b>{trunc(m["score"])}</b></span>'
|
| 151 |
+
f'<span class="num"><small>Median cost</small>{money(m["cost"])}</span>'
|
| 152 |
+
f'<span class="strip" aria-hidden="true">{strip}</span></a></li>')
|
| 153 |
+
names = ", ".join(D["titles"][s] for s in STRIP)
|
| 154 |
+
body = ('<section class="gal-top"><div class="container"><span class="section-label">Gallery</span>'
|
| 155 |
+
'<h1 class="section-title">Every scene, every agent</h1>'
|
| 156 |
+
f'<p class="section-desc">{e(INTRO)}</p>{switcher("agent")}</div></section>'
|
| 157 |
+
f'<section class="gal-body"><div class="container"><p class="gal-note">In leaderboard order. The strip shows the same five '
|
| 158 |
+
f'scenes for every agent: {e(names)}.</p><ol class="gal-agents">{"".join(rows)}</ol></div></section>')
|
| 159 |
+
return page("../", "Code4Scene · Gallery", "Every Text-to-Scene output of the October 2026 re-run, by agent.", body)
|
| 160 |
+
|
| 161 |
+
|
| 162 |
+
def cases_page(D: dict, logos: dict) -> str:
|
| 163 |
+
pills = "".join(f'<a href="#{c["slug"]}">{e(c["title"])}</a>' for c in D["cases"])
|
| 164 |
+
secs = []
|
| 165 |
+
for c in D["cases"]:
|
| 166 |
+
ranked = sorted(D["models"], key=lambda m: -m["cases"][c["id"]]["score"])
|
| 167 |
+
tiles = []
|
| 168 |
+
for j, m in enumerate(ranked):
|
| 169 |
+
r = m["cases"][c["id"]]
|
| 170 |
+
dot = f'<i aria-hidden="true" class="dot" style="background:{m["colour"]}"></i>' # 300 tiles: a dot, not the logo
|
| 171 |
+
tiles.append(f'<figure class="gal-tile">{views(m, c, "", True, trunc(r["score"]))}<figcaption>{dot}'
|
| 172 |
+
f'<a class="who" href="model/{m["key"]}.html#{c["slug"]}">{e(m["name"])}</a>'
|
| 173 |
+
f'<small>{money(r["cost"])}</small></figcaption></figure>')
|
| 174 |
+
secs.append(f'<section class="gal-case" id="{c["slug"]}"><div class="gal-case-head"><h2>{e(c["title"])}</h2>'
|
| 175 |
+
f'<a class="gal-up" href="#top-pills">All scenes ↑</a></div>{brief(c["brief"])}'
|
| 176 |
+
f'<div class="gal-grid">{"".join(tiles)}</div></section>')
|
| 177 |
+
body = ('<section class="gal-top"><div class="container"><span class="section-label">Gallery</span>'
|
| 178 |
+
'<h1 class="section-title">Every agent, scene by scene</h1>'
|
| 179 |
+
f'<p class="section-desc">{e(INTRO)} Agents are ordered by their score on the scene; click a render for all four views.</p>'
|
| 180 |
+
f'{switcher("scene")}<nav aria-label="Scenes" class="gal-pills" id="top-pills">{pills}</nav></div></section>'
|
| 181 |
+
f'<section class="gal-body"><div class="container">{"".join(secs)}</div></section>')
|
| 182 |
+
return page("../", "Code4Scene · Gallery by scene", "Every agent's Text-to-Scene output on each of the 20 scenes.", body)
|
| 183 |
+
|
| 184 |
+
|
| 185 |
+
def model_page(D: dict, i: int, logos: dict) -> str:
|
| 186 |
+
m = D["models"][i]
|
| 187 |
+
prev_, next_ = D["models"][i - 1] if i else None, D["models"][i + 1] if i + 1 < len(D["models"]) else None
|
| 188 |
+
pn = ('<nav aria-label="Other agents" class="gal-pn">'
|
| 189 |
+
+ (f'<a href="{prev_["key"]}.html">← {e(prev_["name"])}</a>' if prev_ else "<span></span>")
|
| 190 |
+
+ (f'<a href="{next_["key"]}.html">{e(next_["name"])} →</a>' if next_ else "<span></span>") + "</nav>")
|
| 191 |
+
stats = "".join(f'<div><small>{k}</small><b>{v}</b></div>' for k, v in (
|
| 192 |
+
("Rank", f'{i + 1} <span>of {len(D["models"])}</span>'), ("Score", trunc(m["score"])), ("Detailed", trunc(m["detailed"])),
|
| 193 |
+
("Overview", trunc(m["overview"])), ("Physical", trunc(m["physical"])), ("Median cost", money(m["cost"]))))
|
| 194 |
+
pills = "".join(f'<a href="#{c["slug"]}">{e(c["title"])}</a>' for c in D["cases"])
|
| 195 |
+
secs = []
|
| 196 |
+
for c in D["cases"]:
|
| 197 |
+
r = m["cases"][c["id"]]
|
| 198 |
+
comp = f'Detailed {trunc(r["detailed"])} · Overview {trunc(r["overview"])} · Physical {trunc(r["physical"])}'
|
| 199 |
+
secs.append(f'<section class="gal-case" id="{c["slug"]}"><div class="gal-case-head"><h2>{e(c["title"])}</h2>'
|
| 200 |
+
f'<span class="gal-score">{trunc(r["score"])}</span><span class="gal-comp">{comp}</span>'
|
| 201 |
+
f'<span class="gal-cost">{money(r["cost"])}</span>'
|
| 202 |
+
f'<a class="gal-up" href="../cases.html#{c["slug"]}">All agents on this scene →</a></div>'
|
| 203 |
+
f'{brief(c["brief"])}{views(m, c, "../")}</section>')
|
| 204 |
+
body = ('<section class="gal-top"><div class="container"><nav aria-label="Breadcrumb" class="gal-crumb"><a href="../">Gallery</a> / '
|
| 205 |
+
f'<span>{e(m["name"])}</span></nav><h1 class="section-title gal-name">{logo(logos[m["logo"]], "H")}{e(m["name"])}</h1>'
|
| 206 |
+
f'<p class="section-desc">{e(m["org"])} · Text-to-Scene re-run, October 2026 · the 20 Research Track scenes, four '
|
| 207 |
+
f'renders each from the evaluator\'s cameras.</p><div class="gal-stats">{stats}</div>'
|
| 208 |
+
f'<nav aria-label="Scenes" class="gal-pills">{pills}</nav></div></section>'
|
| 209 |
+
f'<section class="gal-body"><div class="container">{"".join(secs)}{pn}</div></section>')
|
| 210 |
+
return page("../../", f"Code4Scene · {m['name']} · Gallery",
|
| 211 |
+
f"What {m['name']} built on each of the 20 Text-to-Scene scenes, with scores and costs.", body)
|
| 212 |
+
|
| 213 |
+
|
| 214 |
+
def main() -> None:
|
| 215 |
+
ap = argparse.ArgumentParser(description=__doc__.split("\n")[0])
|
| 216 |
+
ap.add_argument("--src", type=Path, required=True)
|
| 217 |
+
a = ap.parse_args()
|
| 218 |
+
D = json.loads((ROOT / "data/t2s-sandbox.json").read_text())
|
| 219 |
+
D["titles"] = {c["slug"]: c["title"] for c in D["cases"]}
|
| 220 |
+
internal = {m["name"]: m["key"] for m in json.loads((a.src / "data.json").read_text())["models"]}
|
| 221 |
+
import subprocess
|
| 222 |
+
logos = json.loads(subprocess.run(
|
| 223 |
+
["node", "-e", "global.window={};eval(require('fs').readFileSync(process.argv[1],'utf8'));"
|
| 224 |
+
"process.stdout.write(JSON.stringify(window.SITE.logos))", str(ROOT / "data/site.js")],
|
| 225 |
+
capture_output=True, text=True, check=True).stdout)
|
| 226 |
+
OUT.mkdir(exist_ok=True)
|
| 227 |
+
renders(a.src, D, internal)
|
| 228 |
+
(OUT / "index.html").write_text(index_page(D, logos))
|
| 229 |
+
(OUT / "cases.html").write_text(cases_page(D, logos))
|
| 230 |
+
md = OUT / "model"
|
| 231 |
+
if md.exists():
|
| 232 |
+
shutil.rmtree(md)
|
| 233 |
+
md.mkdir()
|
| 234 |
+
for i, m in enumerate(D["models"]):
|
| 235 |
+
(md / f"{m['key']}.html").write_text(model_page(D, i, logos))
|
| 236 |
+
print(f"gallery: {len(D['models'])} agents x {len(D['cases'])} scenes, {len(D['models']) + 2} pages")
|
| 237 |
+
|
| 238 |
+
|
| 239 |
+
if __name__ == "__main__":
|
| 240 |
+
main()
|
scripts/t2s_sandbox_round.py
ADDED
|
@@ -0,0 +1,523 @@
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|
| 1 |
+
#!/usr/bin/env python3
|
| 2 |
+
"""Text-to-Scene: the October 2026 sandboxed re-run replaces the paper's Research Track numbers (user, 2026-10-16).
|
| 3 |
+
|
| 4 |
+
The user: "这里是内部的分数,我们重新跑的,我们把分数更新到public site … 这里我们替换原来的T2S leaderboard,然后case也可以
|
| 5 |
+
换成最新的,然后gallery可以放上去", then "没跑完的就不用放上去了" (leave out the runs that have not finished).
|
| 6 |
+
|
| 7 |
+
Inputs (--src): a snapshot of the internal Text-to-Scene leaderboard's served folder, plus one extraction.
|
| 8 |
+
data.json per model: its 20 public "-long" case scores (a case without a valid submission counts 0),
|
| 9 |
+
state ("final" = all 20 scored), per-case cost and the median cost per case
|
| 10 |
+
components.json per model and case, the Detailed / Overview / Physical scores of the result that case score
|
| 11 |
+
comes from (scripts/t2s_components.py)
|
| 12 |
+
gallery.json the cases' scene briefs
|
| 13 |
+
grids/<case>-compare.{mp4,jpg} four agents building the same scene (build time-lapse, then an orbit)
|
| 14 |
+
What it writes:
|
| 15 |
+
- Leaderboard, Text-to-Scene tab: the bars (assets/leaderboard-bars.js), Pareto (data/pareto.json), tooltips
|
| 16 |
+
(data/leaderboard-details.json) and the ranking table and its notes (index.html). Only "final" models.
|
| 17 |
+
Scores follow the internal leaderboard's rule: never rounded up (bar labels x100 rounded down, table values
|
| 18 |
+
truncated to three decimals). Cost is the median USD per case, rounded to the cent, as there; a model whose
|
| 19 |
+
agent records no usage has no cost and no Pareto point.
|
| 20 |
+
- Cases, Text-to-Scene tab: the comparison videos with a scene picker (assets/compare-player.js), in place of the
|
| 21 |
+
paper round's four live scenes; the Industrial Harbor showcase stays. The case explorer button is
|
| 22 |
+
Image-to-Scene only; Text-to-Scene links to the gallery (scripts/t2s_gallery.py).
|
| 23 |
+
- data/t2s-sandbox.json: the public data behind all of it (no internal paths).
|
| 24 |
+
The Image-to-Scene tab, the Task Format example and the Takeaways keep the paper's numbers.
|
| 25 |
+
|
| 26 |
+
Re-runnable: every output is regenerated from --src, so a later snapshot just needs another run.
|
| 27 |
+
python3 scripts/t2s_sandbox_round.py --src ../t2s-src [--videos blue-city,ruins,...]
|
| 28 |
+
"""
|
| 29 |
+
from __future__ import annotations
|
| 30 |
+
|
| 31 |
+
import argparse
|
| 32 |
+
import html
|
| 33 |
+
import json
|
| 34 |
+
import math
|
| 35 |
+
import re
|
| 36 |
+
import shutil
|
| 37 |
+
import statistics
|
| 38 |
+
import subprocess
|
| 39 |
+
from pathlib import Path
|
| 40 |
+
|
| 41 |
+
from bs4 import BeautifulSoup
|
| 42 |
+
|
| 43 |
+
ROOT = Path(__file__).resolve().parent.parent
|
| 44 |
+
V = "20261016t2s"
|
| 45 |
+
CASES = 20
|
| 46 |
+
WEIGHTS = (0.2, 0.6, 0.2) # Detailed, Overview, Physical
|
| 47 |
+
|
| 48 |
+
# provider -> logo key (data/site.js SITE.logos, pareto.js colours) and bar colours (the figure kit's)
|
| 49 |
+
ORG = {
|
| 50 |
+
"Anthropic": ("claude", "#D97757", "#ffffff"),
|
| 51 |
+
"OpenAI": ("openai", "#10A37F", "#ffffff"),
|
| 52 |
+
"Google": ("gemini", "#7b1fa2", "#ffffff"),
|
| 53 |
+
"Meta": ("meta", "#42a5f5", "#111111"),
|
| 54 |
+
"xAI": ("grok", "#111111", "#ffffff"),
|
| 55 |
+
"Z.ai": ("zai", "#96650b", "#ffffff"),
|
| 56 |
+
"DeepSeek": ("deepseek", "#3f51e0", "#ffffff"),
|
| 57 |
+
"Thinking Machines": ("thinkingmachines", "#686868", "#ffffff"),
|
| 58 |
+
"Alibaba": ("qwen", "#fe7016", "#111111"),
|
| 59 |
+
}
|
| 60 |
+
# weights availability, by model family (every shown model must be listed: a new one is a decision, not a default)
|
| 61 |
+
OPEN = ("GLM-", "DeepSeek ", "Gemma ", "Qwen ")
|
| 62 |
+
CLOSED = ("Claude ", "GPT-", "Gemini ", "Grok ", "Muse Spark 1", "Muse Wonder ", "Inkling", "MiMo ")
|
| 63 |
+
# scene titles (the internal pages print the case id; these are the public names)
|
| 64 |
+
TITLES = {
|
| 65 |
+
"abandoned-psychiatric-hospital": "Abandoned Psychiatric Hospital", "blue-city": "Blue City",
|
| 66 |
+
"castleriver": "Castle River", "cyberpunk": "Cyberpunk", "egyptian-temple": "Egyptian Temple",
|
| 67 |
+
"european-street-3d-scene": "European Street", "factory-environment": "Factory Environment",
|
| 68 |
+
"hong-kong": "Hong Kong", "khs-house-of-baeryeom": "House of Baeryeom",
|
| 69 |
+
"medieval-big-farm-town": "Medieval Big Farm Town", "medieval-buildings-volume-1": "Medieval Buildings",
|
| 70 |
+
"nordic-harbour": "Nordic Harbour", "paris": "Paris",
|
| 71 |
+
"post-apocalyptic-stylized-market": "Post-Apocalyptic Stylized Market", "ruins": "Ruins",
|
| 72 |
+
"scifi-environment-offworld": "Sci-Fi Environment Offworld", "street-new-york": "New York Street",
|
| 73 |
+
"stylized-elven-valley": "Stylized Elven Valley", "urban-decay": "Urban Decay", "winter-town": "Winter Town",
|
| 74 |
+
}
|
| 75 |
+
# the comparison videos' line-up (internal video/stack_video.py), in the order they are drawn
|
| 76 |
+
VIDEO_MODELS = ["Claude Opus 5.5 (max)", "GPT-6 Astra (max)", "GPT-6.1 Sol (max)", "Gemini 4 Argon (high)"]
|
| 77 |
+
VIDEO_ORDER = ["blue-city", "nordic-harbour", "cyberpunk", "medieval-big-farm-town", "factory-environment",
|
| 78 |
+
"post-apocalyptic-stylized-market", "ruins", "scifi-environment-offworld", "egyptian-temple",
|
| 79 |
+
"winter-town"]
|
| 80 |
+
|
| 81 |
+
|
| 82 |
+
def one(found, what):
|
| 83 |
+
assert found, f"not found: {what}"
|
| 84 |
+
return found
|
| 85 |
+
|
| 86 |
+
|
| 87 |
+
def trunc(x: float, n: int = 3) -> str:
|
| 88 |
+
"""Truncate, never round up (the internal leaderboard's rule): 0.718775 -> '0.718'."""
|
| 89 |
+
return f"{math.floor(x * 10 ** n + 1e-9) / 10 ** n:.{n}f}"
|
| 90 |
+
|
| 91 |
+
|
| 92 |
+
def label(x: float) -> str:
|
| 93 |
+
return str(math.floor(x * 100 + 1e-9))
|
| 94 |
+
|
| 95 |
+
|
| 96 |
+
def slug(name: str) -> str:
|
| 97 |
+
return re.sub(r"[^a-z0-9.]+", "-", name.lower()).strip("-")
|
| 98 |
+
|
| 99 |
+
|
| 100 |
+
def case_slug(case_id: str) -> str:
|
| 101 |
+
return case_id[:-5] if case_id.endswith("-long") else case_id
|
| 102 |
+
|
| 103 |
+
|
| 104 |
+
def weights_open(name: str) -> bool:
|
| 105 |
+
if name.startswith(OPEN):
|
| 106 |
+
return True
|
| 107 |
+
assert name.startswith(CLOSED), f"{name}: add it to OPEN or CLOSED"
|
| 108 |
+
return False
|
| 109 |
+
|
| 110 |
+
|
| 111 |
+
# ---- the data ------------------------------------------------------------------------------------------------
|
| 112 |
+
def load(src: Path) -> dict:
|
| 113 |
+
data = json.loads((src / "data.json").read_text())
|
| 114 |
+
comps = {m["key"]: {c["case"]: c for c in m["cases"]} for m in json.loads((src / "components.json").read_text())["models"]}
|
| 115 |
+
briefs = {c["id"]: c["brief"] for c in json.loads((src / "gallery.json").read_text())["cases"]}
|
| 116 |
+
cases = data["cases"]
|
| 117 |
+
assert len(cases) == CASES and all(c in briefs for c in cases), "case list"
|
| 118 |
+
models, left_out = [], []
|
| 119 |
+
for m in data["models"]:
|
| 120 |
+
per = {c["case"]: c for c in m["cases"]}
|
| 121 |
+
final = m["state"] == "final" and m["scored"] == m["of"] == CASES and all(
|
| 122 |
+
per.get(c, {}).get("status") == "scored" and isinstance(per[c].get("score"), (int, float)) for c in cases)
|
| 123 |
+
if not final:
|
| 124 |
+
left_out.append(f"{m['name']}: {m['scored']}/{m['of']} scored ({m['state']})")
|
| 125 |
+
continue
|
| 126 |
+
assert m["org"] in ORG, f"{m['org']}: add the provider to ORG"
|
| 127 |
+
rows, cc = {}, comps.get(m["key"]) or {}
|
| 128 |
+
for c in cases:
|
| 129 |
+
s = float(per[c]["score"])
|
| 130 |
+
got = cc.get(c) or {}
|
| 131 |
+
if s == 0: # no valid scene, or a failed content check: every component 0
|
| 132 |
+
d = o = p = 0.0
|
| 133 |
+
else:
|
| 134 |
+
comp = one(got.get("components"), f"{m['name']} / {c}: components")
|
| 135 |
+
assert abs(float(got.get("score")) - s) < 1e-9, f"{m['name']} / {c}: score {got.get('score')} != {s}"
|
| 136 |
+
d, o, p = (float(comp[k] or 0) for k in ("detailed", "overview", "physical"))
|
| 137 |
+
w = sum(a * b for a, b in zip(WEIGHTS, (d, o, p)))
|
| 138 |
+
assert abs(w - s) < 2.5e-4, f"{m['name']} / {c}: 0.2D+0.6O+0.2P = {w:.5f}, score {s}"
|
| 139 |
+
cost = ((m.get("cost_cases") or {}).get(c) or {}).get("cost_usd")
|
| 140 |
+
rows[c] = {"score": s, "detailed": d, "overview": o, "physical": p,
|
| 141 |
+
"cost": round(cost, 6) if isinstance(cost, (int, float)) else None}
|
| 142 |
+
mean = sum(r["score"] for r in rows.values()) / CASES
|
| 143 |
+
assert abs(mean - m["mean"]) < 1e-9, f"{m['name']}: mean {mean} != {m['mean']}"
|
| 144 |
+
med = m.get("cost_median_usd")
|
| 145 |
+
costs = [r["cost"] for r in rows.values() if r["cost"] is not None]
|
| 146 |
+
if med is not None:
|
| 147 |
+
assert len(costs) == CASES and abs(statistics.median(costs) - med) < 1e-3, f"{m['name']}: median cost"
|
| 148 |
+
logo, colour, ink = ORG[m["org"]]
|
| 149 |
+
models.append({
|
| 150 |
+
"key": slug(m["name"]), "name": m["name"], "org": m["org"], "logo": logo, "colour": colour, "ink": ink,
|
| 151 |
+
"open": weights_open(m["name"]), "score": round(mean, 6),
|
| 152 |
+
"detailed": round(sum(r["detailed"] for r in rows.values()) / CASES, 6),
|
| 153 |
+
"overview": round(sum(r["overview"] for r in rows.values()) / CASES, 6),
|
| 154 |
+
"physical": round(sum(r["physical"] for r in rows.values()) / CASES, 6),
|
| 155 |
+
"cost": round(med, 6) if med is not None else None, "cases": rows,
|
| 156 |
+
})
|
| 157 |
+
models.sort(key=lambda r: -r["score"])
|
| 158 |
+
priced = [r for r in models if r["cost"] is not None]
|
| 159 |
+
for a in models:
|
| 160 |
+
a["front"] = a["cost"] is not None and not any(
|
| 161 |
+
b["cost"] <= a["cost"] and b["score"] >= a["score"] and (b["cost"] < a["cost"] or b["score"] > a["score"])
|
| 162 |
+
for b in priced)
|
| 163 |
+
return {"when": data["when"], "cases": cases, "briefs": briefs, "models": models, "left_out": left_out}
|
| 164 |
+
|
| 165 |
+
|
| 166 |
+
def write_data(D: dict) -> None:
|
| 167 |
+
out = {
|
| 168 |
+
"track": "Text-to-Scene · Research Track (20 public scenes) · sandboxed re-run",
|
| 169 |
+
"when": D["when"],
|
| 170 |
+
"score": "case score = 0.2 x Detailed + 0.6 x Overview + 0.2 x Physical; a case without a valid scene scores 0; "
|
| 171 |
+
"a model's score is the mean over the 20 cases",
|
| 172 |
+
"cost": "median USD per case over the model's 20 cases; null when the agent records no usage",
|
| 173 |
+
"cases": [{"id": c, "slug": case_slug(c), "title": TITLES[case_slug(c)], "brief": D["briefs"][c]} for c in D["cases"]],
|
| 174 |
+
"models": [{k: m[k] for k in ("key", "name", "org", "logo", "colour", "open", "score", "detailed", "overview", "physical", "cost",
|
| 175 |
+
"front", "cases")} for m in D["models"]],
|
| 176 |
+
}
|
| 177 |
+
(ROOT / "data/t2s-sandbox.json").write_text(json.dumps(out, indent=1, ensure_ascii=False) + "\n")
|
| 178 |
+
|
| 179 |
+
|
| 180 |
+
def write_bars(D: dict) -> None:
|
| 181 |
+
p = ROOT / "assets/leaderboard-bars.js"
|
| 182 |
+
s = p.read_text()
|
| 183 |
+
m = one(re.search(r"const ALL = (\{.*?\});\n", s, re.S), "ALL")
|
| 184 |
+
ALL = json.loads(m.group(1))
|
| 185 |
+
ALL["t2s"] = [{"name": r["name"], "org": r["org"], "score": r["score"], "colour": r["colour"], "ink": r["ink"],
|
| 186 |
+
"label": label(r["score"]), "new": False} for r in D["models"]]
|
| 187 |
+
s = s[:m.start(1)] + json.dumps(ALL, ensure_ascii=False) + s[m.end(1):]
|
| 188 |
+
s = re.sub(r"chart-interactions\.js\?v=\w+", f"chart-interactions.js?v={V}", s)
|
| 189 |
+
p.write_text(s)
|
| 190 |
+
|
| 191 |
+
|
| 192 |
+
def write_pareto(D: dict) -> None:
|
| 193 |
+
p = ROOT / "data/pareto.json"
|
| 194 |
+
d = json.loads(p.read_text())
|
| 195 |
+
d["t2s"] = [{"key": r["key"], "name": r["name"], "logo": r["logo"], "open": r["open"], "score": r["score"],
|
| 196 |
+
"cost": r["cost"]} for r in D["models"] if r["cost"] is not None]
|
| 197 |
+
p.write_text(json.dumps(d, indent=2, ensure_ascii=False) + "\n")
|
| 198 |
+
|
| 199 |
+
|
| 200 |
+
def write_details(D: dict) -> None:
|
| 201 |
+
p = ROOT / "data/leaderboard-details.json"
|
| 202 |
+
d = json.loads(p.read_text())
|
| 203 |
+
d["t2s"] = [{"key": r["key"], "name": r["name"], "provider": r["org"], "metrics": [
|
| 204 |
+
{"label": "Text-to-Scene", "value": r["score"], "currency": False},
|
| 205 |
+
{"label": "Detailed Alignment", "value": r["detailed"], "currency": False},
|
| 206 |
+
{"label": "Overview Alignment", "value": r["overview"], "currency": False},
|
| 207 |
+
{"label": "Physical Safety", "value": r["physical"], "currency": False},
|
| 208 |
+
{"label": "Median cost / case", "value": f"{r['cost']:.2f}" if r["cost"] is not None else "not recorded",
|
| 209 |
+
"currency": r["cost"] is not None}]} for r in D["models"]]
|
| 210 |
+
p.write_text(json.dumps(d, indent=2, ensure_ascii=False) + "\n")
|
| 211 |
+
|
| 212 |
+
|
| 213 |
+
# ---- index.html ------------------------------------------------------------------------------------------------
|
| 214 |
+
def site_logos() -> dict:
|
| 215 |
+
out = subprocess.run(["node", "-e", "global.window={};eval(require('fs').readFileSync(process.argv[1],'utf8'));"
|
| 216 |
+
"process.stdout.write(JSON.stringify(window.SITE.logos))", str(ROOT / "data/site.js")],
|
| 217 |
+
capture_output=True, text=True, check=True).stdout
|
| 218 |
+
return json.loads(out)
|
| 219 |
+
|
| 220 |
+
|
| 221 |
+
def table_rows(D: dict) -> str:
|
| 222 |
+
logos, top, rows = site_logos(), D["models"][0]["score"], []
|
| 223 |
+
for i, r in enumerate(D["models"]):
|
| 224 |
+
svg = logos[r["logo"]]
|
| 225 |
+
for gid in set(re.findall(r'id="([^"]+)"', svg)): # one gradient per row
|
| 226 |
+
svg = svg.replace(f'id="{gid}"', f'id="{gid}T{i}"').replace(f"url(#{gid})", f"url(#{gid}T{i})")
|
| 227 |
+
tags = ('<span class="tag open">open weights</span>' if r["open"] else "") + \
|
| 228 |
+
('<span class="tag front">Pareto</span>' if r["front"] else "")
|
| 229 |
+
cost = (f'<td class="dim" data-v="{r["cost"]}">${r["cost"]:.2f}</td>' if r["cost"] is not None else
|
| 230 |
+
'<td class="dim" data-v="" title="This agent records no token usage">–</td>')
|
| 231 |
+
rows.append(
|
| 232 |
+
f'<tr data-model-key="{r["key"]}" data-search="{html.escape((r["name"] + " " + r["org"]).lower())}">'
|
| 233 |
+
f'<td class="rk">{i + 1}</td><td class="nm"><span class="logo">{svg}</span>{html.escape(r["name"])}{tags}'
|
| 234 |
+
f'<span class="org">{html.escape(r["org"])}</span></td>'
|
| 235 |
+
f'<td data-v="{r["score"]}"><div class="cellbar"><i style="width:{r["score"] / top * 80:.1f}px;--bar:var(--c4s-a)"></i>'
|
| 236 |
+
f'<b>{trunc(r["score"])}</b></div></td>'
|
| 237 |
+
f'<td class="dim" data-v="{r["detailed"]}">{trunc(r["detailed"])}</td>'
|
| 238 |
+
f'<td class="dim" data-v="{r["overview"]}">{trunc(r["overview"])}</td>'
|
| 239 |
+
f'<td class="dim" data-v="{r["physical"]}">{trunc(r["physical"])}</td>{cost}</tr>')
|
| 240 |
+
return "".join(rows)
|
| 241 |
+
|
| 242 |
+
|
| 243 |
+
def by_view(tag, view: str):
|
| 244 |
+
return tag.get("data-view") == view
|
| 245 |
+
|
| 246 |
+
|
| 247 |
+
def leaderboard(soup, D: dict) -> None:
|
| 248 |
+
frag = lambda s: BeautifulSoup(s, "html.parser")
|
| 249 |
+
n = len(D["models"])
|
| 250 |
+
lb = one(soup.find(id="leaderboard"), "leaderboard")
|
| 251 |
+
one(lb.find("p", class_="section-desc", attrs={"data-view": "t2s"}), "t2s desc").string = \
|
| 252 |
+
f"Research Track · 20 scenes · {n} coding-agent configurations · re-run in October 2026."
|
| 253 |
+
one(lb.find("p", class_="bar-mobile-hint"), "mobile hint").string = "Swipe to view every configuration →"
|
| 254 |
+
one(lb.find("div", class_="bar-scroll"), "bar scroll")["aria-label"] = "All model configurations"
|
| 255 |
+
one(lb.find(id="bars-t2s"), "bars-t2s")["aria-label"] = f"Research Track scores for the {n} Code4Scene configurations"
|
| 256 |
+
# the bar note: one per view
|
| 257 |
+
card = one(lb.find(class_="bar-card"), "bar card")
|
| 258 |
+
for note in card.find_all("p", class_="note"):
|
| 259 |
+
note.decompose()
|
| 260 |
+
card.append(frag(
|
| 261 |
+
'<p class="note" data-view="t2s">Sorted by score. Bar labels are scores ×100, rounded down; the table truncates '
|
| 262 |
+
'to three decimal places. One color per model provider.</p>'
|
| 263 |
+
'<p class="note" data-view="i2s" style="display:none">Sorted by score. Bar labels round scores ×100; the table '
|
| 264 |
+
'preserves three decimal places. One color per model provider.</p>'))
|
| 265 |
+
# the Pareto: median cost for this tab
|
| 266 |
+
pc = one(lb.find(class_="pareto-card"), "pareto card")
|
| 267 |
+
one(pc.find("p", class_="figure-subtitle", attrs={"data-view": "t2s"}), "pareto t2s subtitle").string = \
|
| 268 |
+
"Quality against the median cost of one case · Research Track, 20 scenes"
|
| 269 |
+
one(pc.find("svg", attrs={"data-mode": "t2s"}), "pareto t2s svg")["aria-label"] = \
|
| 270 |
+
"t2s score against median cost per case. More expensive runs on the left; logarithmic scale."
|
| 271 |
+
for cap in pc.find_all("p", class_="figure-caption"):
|
| 272 |
+
cap.decompose()
|
| 273 |
+
nocost = [r["name"] for r in D["models"] if r["cost"] is None]
|
| 274 |
+
miss = (f" {' and '.join(nocost)} {'has' if len(nocost) == 1 else 'have'} no point: "
|
| 275 |
+
f"{'its agent records' if len(nocost) == 1 else 'their agents record'} no token usage.") if nocost else ""
|
| 276 |
+
pc.append(frag(
|
| 277 |
+
'<p class="figure-caption" data-view="t2s">Solid: the frontier — nothing cheaper scores higher. One point per '
|
| 278 |
+
f'configuration, at its evaluated reasoning effort. Cost is the median USD per case.{html.escape(miss)}</p>'
|
| 279 |
+
'<p class="figure-caption" data-view="i2s" style="display:none">Solid: the frontier — nothing cheaper scores '
|
| 280 |
+
'higher. One point per configuration, at its evaluated reasoning effort. Cost is the mean USD per case.</p>'))
|
| 281 |
+
# the ranking
|
| 282 |
+
one(lb.find(id="ranking-count"), "ranking count").string = f"{n} configurations"
|
| 283 |
+
t2s = one([d for d in lb.find_all("div", attrs={"data-view": "t2s"}) if d.find("table", class_="board")], "t2s ranking")[0]
|
| 284 |
+
one(t2s.find("p", class_="board-note"), "t2s board note").string = \
|
| 285 |
+
("Research Track, 20 scenes, re-run in October 2026 with every agent in the same sandbox. Case score = 0.2 × "
|
| 286 |
+
"Detailed + 0.6 × Overview + 0.2 × Physical; a case without a valid scene scores 0. Detailed, Overview and "
|
| 287 |
+
"Physical are means of the per-case scores. Cost is the median per case.")
|
| 288 |
+
th = one(t2s.find("th", attrs={"data-k": "c_t2s"}), "t2s cost header")
|
| 289 |
+
th.string = "Median cost"
|
| 290 |
+
tbody = one(t2s.find("table", class_="board").tbody, "t2s tbody")
|
| 291 |
+
tbody.clear()
|
| 292 |
+
tbody.append(frag(table_rows(D)))
|
| 293 |
+
rc = one(lb.find(class_="ranking-card"), "ranking card")
|
| 294 |
+
for old in rc.find_all("p", class_="gallery-link"):
|
| 295 |
+
old.decompose()
|
| 296 |
+
rc.append(frag('<p class="board-note gallery-link" data-view="t2s"><a href="gallery/">Open the gallery</a>: what '
|
| 297 |
+
f'each of the {n} configurations built on every scene, with its score and cost.</p>'))
|
| 298 |
+
|
| 299 |
+
|
| 300 |
+
def compare_card(D: dict, videos: list[str]) -> str:
|
| 301 |
+
byname = {m["name"]: m for m in D["models"]}
|
| 302 |
+
for name in VIDEO_MODELS:
|
| 303 |
+
one(byname.get(name), f"video model {name} on the leaderboard")
|
| 304 |
+
items = []
|
| 305 |
+
for cs in videos:
|
| 306 |
+
cid = cs + "-long"
|
| 307 |
+
brief = D["briefs"][cid]
|
| 308 |
+
items.append({"id": cs, "title": TITLES[cs], "brief": brief,
|
| 309 |
+
"mp4": f"media/t2s/compare/{cs}.mp4?v={V}", "poster": f"media/t2s/compare/{cs}.jpg?v={V}",
|
| 310 |
+
"gallery": f"gallery/cases.html#{cs}",
|
| 311 |
+
"scores": [[n, trunc(byname[n]["cases"][cid]["score"])] for n in VIDEO_MODELS]})
|
| 312 |
+
first = items[0]
|
| 313 |
+
picker = "".join(f'<button type="button" role="tab" aria-selected="{str(i == 0).lower()}" data-i="{i}"'
|
| 314 |
+
+ ("" if i == 0 else ' tabindex="-1"')
|
| 315 |
+
+ f' aria-controls="cmp-stage">{html.escape(it["title"])}</button>'
|
| 316 |
+
for i, it in enumerate(items))
|
| 317 |
+
scores = "".join(f'<li><span>{html.escape(n)}</span><b>{s}</b></li>' for n, s in first["scores"])
|
| 318 |
+
payload = json.dumps(items, ensure_ascii=False).replace("</", "<\\/")
|
| 319 |
+
return (
|
| 320 |
+
'<article class="case-card case-compare" id="t2s-compare">'
|
| 321 |
+
f'<div aria-label="Scene" class="cmp-picker" role="tablist">{picker}</div>'
|
| 322 |
+
'<div class="cmp-stage" id="cmp-stage" role="tabpanel"><div class="cmp-scroll" role="region" tabindex="0" '
|
| 323 |
+
'aria-label="Comparison video, scrollable on small screens">'
|
| 324 |
+
f'<video class="cmp-video" controls muted loop playsinline preload="metadata" poster="{first["poster"]}" '
|
| 325 |
+
f'src="{first["mp4"]}" aria-label="{html.escape(first["title"])}: four agents build the scene, then an orbit '
|
| 326 |
+
'of each finished scene"></video></div><p class="cmp-swipe">Swipe to see all four agents →</p></div>'
|
| 327 |
+
'<div class="meta cmp-meta"><span class="eyebrow">Text-to-Scene · re-run, October 2026</span>'
|
| 328 |
+
f'<h4 id="cmp-title">{html.escape(first["title"])}</h4>'
|
| 329 |
+
f'<p class="cmp-brief" id="cmp-brief">{html.escape(first["brief"])}</p>'
|
| 330 |
+
f'<ul class="cmp-scores" id="cmp-scores" aria-label="Case scores">{scores}</ul>'
|
| 331 |
+
f'<a class="text-button" href="{first["gallery"]}" id="cmp-gallery">Compare all {len(D["models"])} agents on this scene ↗</a>'
|
| 332 |
+
'<p class="feature-note">Each tile: the build as a time-lapse, then an orbit of the scene the agent saved. '
|
| 333 |
+
'Chips: the case score ×100, rounded down.</p></div>'
|
| 334 |
+
f'<script id="cmp-data" type="application/json">{payload}</script>'
|
| 335 |
+
'</article>')
|
| 336 |
+
|
| 337 |
+
|
| 338 |
+
def cases_section(soup, D: dict, videos: list[str]) -> None:
|
| 339 |
+
frag = lambda s: BeautifulSoup(s, "html.parser")
|
| 340 |
+
sec = one(soup.find(id="cases"), "cases")
|
| 341 |
+
one(sec.find("p", class_="section-desc", attrs={"data-view": "t2s"}), "cases t2s desc").string = \
|
| 342 |
+
(f"Four agents build the same scene: a time-lapse of each build, then an orbit of the result. Pick a scene, or open "
|
| 343 |
+
f"the gallery for all {len(D['models'])} configurations on all 20 scenes.")
|
| 344 |
+
grid = one(sec.find("div", class_="case-grid", attrs={"data-view": "t2s"}), "t2s case grid")
|
| 345 |
+
feature = one(grid.find("article", class_="case-feature"), "Industrial Harbor showcase")
|
| 346 |
+
feature.extract()
|
| 347 |
+
grid.clear()
|
| 348 |
+
grid.append(frag(compare_card(D, videos)))
|
| 349 |
+
grid.append(feature)
|
| 350 |
+
# the explorer button: Image-to-Scene's; Text-to-Scene gets the gallery
|
| 351 |
+
btn = one(sec.find("a", class_="btn", href="cases.html"), "case explorer button")
|
| 352 |
+
wrap = btn.parent
|
| 353 |
+
wrap["data-view"] = "i2s"
|
| 354 |
+
wrap["style"] = "text-align:center;margin-top:2rem;display:none"
|
| 355 |
+
for old in sec.find_all("div", class_="gallery-cta"):
|
| 356 |
+
old.decompose()
|
| 357 |
+
gal = frag('<div class="gallery-cta" data-view="t2s" style="text-align:center;margin-top:2rem"><a class="btn btn-primary" '
|
| 358 |
+
'href="gallery/"><svg aria-hidden="true" fill="none" stroke="currentColor" stroke-width="1.5" viewbox="0 0 16 16">'
|
| 359 |
+
'<rect height="5" rx="1" width="5" x="2" y="2"></rect><rect height="5" rx="1" width="5" x="9" y="2"></rect>'
|
| 360 |
+
'<rect height="5" rx="1" width="5" x="2" y="9"></rect><rect height="5" rx="1" width="5" x="9" y="9"></rect>'
|
| 361 |
+
'</svg> Open the gallery</a></div>')
|
| 362 |
+
wrap.insert_before(gal)
|
| 363 |
+
|
| 364 |
+
|
| 365 |
+
def takeaways(soup) -> None:
|
| 366 |
+
tk = one(soup.find(id="takeaways"), "takeaways")
|
| 367 |
+
one(tk.find("p", class_="section-desc"), "takeaways desc").string = \
|
| 368 |
+
("What the paper's evaluation shows across its 14 agents. Every chart below is drawn from the paper's numbers, "
|
| 369 |
+
"not the October 2026 Text-to-Scene re-run above; hover for values.")
|
| 370 |
+
|
| 371 |
+
|
| 372 |
+
def nav(soup, prefix: str = "") -> None:
|
| 373 |
+
n = one(soup.find("nav", attrs={"aria-label": "Main navigation"}), "main nav")
|
| 374 |
+
if n.find("a", href=prefix + "gallery/"):
|
| 375 |
+
return
|
| 376 |
+
vis = one(n.find("a", href=re.compile(r"index\.html#cases$")), "Visualization link")
|
| 377 |
+
a = soup.new_tag("a", href=prefix + "gallery/")
|
| 378 |
+
a.string = "Gallery"
|
| 379 |
+
vis.insert_after(a)
|
| 380 |
+
|
| 381 |
+
|
| 382 |
+
def scripts_and_styles(soup) -> None:
|
| 383 |
+
for t in soup.find_all(["script", "link"]):
|
| 384 |
+
a = "src" if t.name == "script" else "href"
|
| 385 |
+
u = t.get(a) or ""
|
| 386 |
+
if re.match(r"assets/(buildingbench\.css|leaderboard-bars\.js|pareto\.js|leaderboard-controls\.js|"
|
| 387 |
+
r"takeaway-bars\.js|paper\.js)", u):
|
| 388 |
+
t[a] = re.sub(r"\?v=.*$", "", u) + f"?v={V}"
|
| 389 |
+
if not soup.find("script", src=re.compile(r"assets/compare-player\.js")):
|
| 390 |
+
soup.body.append(soup.new_tag("script", attrs={"type": "module", "src": f"assets/compare-player.js?v={V}"}))
|
| 391 |
+
|
| 392 |
+
|
| 393 |
+
def index(D: dict, videos: list[str]) -> None:
|
| 394 |
+
p = ROOT / "index.html"
|
| 395 |
+
soup = BeautifulSoup(p.read_text(), "html.parser")
|
| 396 |
+
leaderboard(soup, D)
|
| 397 |
+
cases_section(soup, D, videos)
|
| 398 |
+
takeaways(soup)
|
| 399 |
+
nav(soup)
|
| 400 |
+
scripts_and_styles(soup)
|
| 401 |
+
p.write_text(str(soup))
|
| 402 |
+
|
| 403 |
+
|
| 404 |
+
def other_pages() -> None:
|
| 405 |
+
"""The gallery in the main navigation; the case explorer says which round its scenes are from."""
|
| 406 |
+
for name in ("cases.html",):
|
| 407 |
+
p = ROOT / name
|
| 408 |
+
soup = BeautifulSoup(p.read_text(), "html.parser")
|
| 409 |
+
nav(soup)
|
| 410 |
+
if name == "cases.html":
|
| 411 |
+
desc = one(soup.find("p", class_="section-desc"), "explorer desc")
|
| 412 |
+
if not desc.find("a", href="gallery/"):
|
| 413 |
+
desc.append(BeautifulSoup(
|
| 414 |
+
' These are the paper’s scenes and scores. For the October 2026 Text-to-Scene re-run, every agent’s '
|
| 415 |
+
'scene on every case is in the <a href="gallery/">gallery</a>.', "html.parser"))
|
| 416 |
+
for t in soup.find_all("script", src=re.compile(r"^assets/paper\.js")):
|
| 417 |
+
t["src"] = f"assets/paper.js?v={V}"
|
| 418 |
+
p.write_text(str(soup))
|
| 419 |
+
|
| 420 |
+
|
| 421 |
+
def media(src: Path, videos: list[str]) -> None:
|
| 422 |
+
out = ROOT / "media/t2s/compare"
|
| 423 |
+
out.mkdir(parents=True, exist_ok=True)
|
| 424 |
+
for f in out.iterdir():
|
| 425 |
+
if f.stem not in videos:
|
| 426 |
+
f.unlink()
|
| 427 |
+
for cs in videos:
|
| 428 |
+
for ext in ("mp4", "jpg"):
|
| 429 |
+
s = one((src / "grids" / f"{cs}-compare.{ext}").exists() and src / "grids" / f"{cs}-compare.{ext}", f"{cs} {ext}")
|
| 430 |
+
if not (out / f"{cs}.{ext}").exists() or (out / f"{cs}.{ext}").read_bytes() != s.read_bytes():
|
| 431 |
+
shutil.copyfile(s, out / f"{cs}.{ext}")
|
| 432 |
+
|
| 433 |
+
|
| 434 |
+
CSS_START, CSS_END = "/* t2s re-run: comparison videos, gallery link (scripts/t2s_sandbox_round.py) */", "/* end t2s re-run */"
|
| 435 |
+
CSS = """
|
| 436 |
+
.case-grid .case-compare{grid-column:1/-1;display:flex;flex-direction:column}
|
| 437 |
+
.cmp-picker{display:flex;flex-wrap:wrap;gap:6px;padding:14px 16px;border-bottom:1px solid var(--line-soft)}
|
| 438 |
+
.cmp-picker button{font:500 12px/1.2 Inter,Arial,sans-serif;padding:7px 12px;border:1px solid var(--line);border-radius:999px;background:#fff;color:var(--text-p);cursor:pointer;transition:border-color .15s,background .15s,color .15s}
|
| 439 |
+
.cmp-picker button:hover{border-color:var(--green);color:var(--green)}
|
| 440 |
+
.cmp-picker button[aria-selected=true]{background:var(--green-dark);border-color:var(--green-dark);color:#fff}
|
| 441 |
+
.cmp-picker button:focus-visible{outline:2px solid var(--green);outline-offset:2px}
|
| 442 |
+
.cmp-scroll{overflow-x:auto;background:#fff}
|
| 443 |
+
.cmp-scroll:focus-visible{outline:2px solid var(--green);outline-offset:-2px}
|
| 444 |
+
.cmp-video{display:block;width:100%;height:auto;aspect-ratio:1920/588;background:#fff}
|
| 445 |
+
.cmp-swipe{display:none;margin:8px 16px 0;font-size:11px;color:var(--text-muted)}
|
| 446 |
+
.case-card .meta.cmp-meta{border-top:1px solid var(--line-soft)}
|
| 447 |
+
.case-card .meta.cmp-meta h4{font-size:17px}
|
| 448 |
+
.case-card .meta p.cmp-brief{max-width:980px;margin-top:2px;font-size:12.5px;line-height:1.6;color:var(--text-p);display:-webkit-box;-webkit-line-clamp:2;-webkit-box-orient:vertical;overflow:hidden}
|
| 449 |
+
.case-card .meta p.cmp-brief.open{display:block}
|
| 450 |
+
.cmp-more{margin-top:4px;padding:0;border:0;background:none;font:600 11px Inter,Arial,sans-serif;color:var(--green);cursor:pointer}
|
| 451 |
+
.cmp-scores{list-style:none;display:flex;flex-wrap:wrap;gap:6px 22px;margin:12px 0 0;padding:0;font-size:12px;color:var(--text-p)}
|
| 452 |
+
.cmp-scores b{margin-left:7px;font:500 12.5px 'IBM Plex Mono',monospace;color:var(--text-h)}
|
| 453 |
+
.gallery-link a{color:var(--green);font-weight:600}
|
| 454 |
+
@media(max-width:760px){.cmp-video{width:760px;max-width:none}.cmp-swipe{display:block}.case-card .meta p.cmp-brief{font-size:11.5px}
|
| 455 |
+
.cmp-picker{flex-wrap:nowrap;overflow-x:auto;scrollbar-width:none;padding:12px}.cmp-picker::-webkit-scrollbar{display:none}.cmp-picker button{flex:none}}
|
| 456 |
+
@media(max-width:650px){.site-header nav{gap:10px}} /* six items since the gallery joined the menu */
|
| 457 |
+
"""
|
| 458 |
+
|
| 459 |
+
|
| 460 |
+
def css() -> None:
|
| 461 |
+
p = ROOT / "assets/buildingbench.css"
|
| 462 |
+
s = p.read_text()
|
| 463 |
+
block = CSS_START + CSS + CSS_END
|
| 464 |
+
if CSS_START in s:
|
| 465 |
+
s = s[:s.index(CSS_START)] + block + s[s.index(CSS_END) + len(CSS_END):]
|
| 466 |
+
else:
|
| 467 |
+
s = s.rstrip("\n") + "\n" + block + "\n"
|
| 468 |
+
p.write_text(s)
|
| 469 |
+
|
| 470 |
+
|
| 471 |
+
def other_assets() -> None:
|
| 472 |
+
"""Version keys for the files this change edits, so cached copies are not mixed with new ones."""
|
| 473 |
+
for name, pat in (("assets/pareto.js", r"(data/pareto\.json\?v=)\w+"),
|
| 474 |
+
("assets/chart-interactions.js", r"(leaderboard-details\.json\?v=)\w+")):
|
| 475 |
+
p = ROOT / name
|
| 476 |
+
s, k = re.subn(pat, rf"\g<1>{V}", p.read_text())
|
| 477 |
+
assert k == 1, name
|
| 478 |
+
p.write_text(s)
|
| 479 |
+
for name in ("assets/pareto.js", "assets/takeaway-bars.js"):
|
| 480 |
+
p = ROOT / name
|
| 481 |
+
s, k = re.subn(r"chart-interactions\.js\?v=\w+", f"chart-interactions.js?v={V}", p.read_text())
|
| 482 |
+
assert k == 1, name
|
| 483 |
+
p.write_text(s)
|
| 484 |
+
# sortable tables: a cell without a value (a cost that was not recorded) sorts last in either direction
|
| 485 |
+
p = ROOT / "assets/paper.js"
|
| 486 |
+
s = p.read_text()
|
| 487 |
+
old = ('rows.sort(function (a, b) { var x = +a.cells[ci].getAttribute("data-v"), y = +b.cells[ci].getAttribute("data-v"); '
|
| 488 |
+
'return asc ? x - y : y - x; });')
|
| 489 |
+
new = ('rows.sort(function (a, b) { var p = a.cells[ci].getAttribute("data-v"), q = b.cells[ci].getAttribute("data-v"); '
|
| 490 |
+
'if (p === "" || q === "") return (p === "") - (q === ""); var x = +p, y = +q; return asc ? x - y : y - x; });')
|
| 491 |
+
assert old in s or new in s, "paper.js sort"
|
| 492 |
+
p.write_text(s.replace(old, new))
|
| 493 |
+
|
| 494 |
+
|
| 495 |
+
def main() -> None:
|
| 496 |
+
ap = argparse.ArgumentParser(description=__doc__.split("\n")[0])
|
| 497 |
+
ap.add_argument("--src", type=Path, required=True)
|
| 498 |
+
ap.add_argument("--videos", default=",".join(VIDEO_ORDER), help="comparison videos to show, in order")
|
| 499 |
+
a = ap.parse_args()
|
| 500 |
+
videos = [v for v in a.videos.split(",") if v]
|
| 501 |
+
assert videos and all(v in VIDEO_ORDER for v in videos), videos
|
| 502 |
+
D = load(a.src)
|
| 503 |
+
write_data(D)
|
| 504 |
+
write_bars(D)
|
| 505 |
+
write_pareto(D)
|
| 506 |
+
write_details(D)
|
| 507 |
+
media(a.src, videos)
|
| 508 |
+
index(D, videos)
|
| 509 |
+
other_pages()
|
| 510 |
+
css()
|
| 511 |
+
other_assets()
|
| 512 |
+
print(f"snapshot {D['when']}: {len(D['models'])} final configurations")
|
| 513 |
+
for r in D["models"]:
|
| 514 |
+
print(f" {r['name']:<28} {trunc(r['score'])} D {trunc(r['detailed'])} O {trunc(r['overview'])} "
|
| 515 |
+
f"P {trunc(r['physical'])} {'$%.2f' % r['cost'] if r['cost'] is not None else '–':>7}"
|
| 516 |
+
f"{' Pareto' if r['front'] else ''}{' open' if r['open'] else ''}")
|
| 517 |
+
for x in D["left_out"]:
|
| 518 |
+
print(" left out:", x)
|
| 519 |
+
print("videos:", ", ".join(videos))
|
| 520 |
+
|
| 521 |
+
|
| 522 |
+
if __name__ == "__main__":
|
| 523 |
+
main()
|