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Renderer debt: physical Neon Dispersion features #103

Description

@flyingrobots

Follow-On Debt

Neon Dispersion is now implemented with the renderer primitives that exist today, but the literal cinematic prompt needs renderer capabilities that are not yet first-class.

Missing Capabilities

  • Physical emissive tube lights that illuminate the scene as geometry.
  • Spectral chromatic dispersion or wavelength splitting through refractive material.
  • More faceted centerpiece primitives, such as torus, shattered crystal, or high-poly icosahedron meshes.
  • Roughness maps or blurred floor reflections for wet/scuffed metal.
  • Depth of field and bokeh for foreground/background floating spheres.
  • Finite, one-sided, or bounded room geometry. Current authored walls are infinite planes, which can occlude the whole title scene when the camera orbits outside the intended room.

Acceptance Criteria

  • Scene JSON can express these capabilities without hardcoding Neon Dispersion in renderer internals.
  • Tests prove each capability through inspectable scene facts or deterministic render output.
  • scenes/neon-dispersion.jedit-scene can be upgraded to use the new fields while preserving fallback behavior for older scene assets.
  • A future room/backdrop implementation cannot collapse a camera orbit sample to a flat wall/background.

Follow-on from #101 / #102.

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