ReGenesis Field v1.0: A Minimal HTML Engine Cell for Depth, Motion, and Distortion

The ReGenesis Field is a minimal, self‑contained HTML/CSS engine cell that transforms any DOM element into a reactive, physics‑like surface. It implements three core behaviours—depth, motion, and distortion—using only native browser capabilities and no external dependencies. Each Field acts as a micro‑engine: a layered structure with its own depth plane, inertial motion cycle, and recursive transform stack, anchored by a stable content core. This release provides the canonical ReGenesis Field snippet, designed as the smallest reproducible unit of the broader ReGenesis Engine. It enables researchers, developers, and engine designers to construct reactive surfaces, layered visual systems, and DOM‑based simulation environments with minimal overhead. The Field can be duplicated, nested, or stacked to form larger reactive worlds, making it suitable for experimentation, teaching, and engine prototyping. Included in this deposit: • The complete ReGenesis Field v1.0 snippet • A technical explanation of its structure and behaviour • Usage instructions for integrating Fields into larger systems • Notes on depth scaling, motion tuning, and distortion layering The ReGenesis Field demonstrates how HTML and CSS can function as a lightweight rendering engine, offering a foundation for future extensions of the ReGenesis Engine and related Carlo frameworks. Keywords: ReGenesis Field; ReGenesis Engine; HTML engine cell; CSS engine cell; reactive surfaces; DOM physics; depth motion distortion; parallax fields; recursive transforms; inertial motion; breathing surfaces; DOM-based simulation; visual engine primitives; minimal working example; engine architecture; CSS-only animation; 3D transform fields; curved DOM space; reactive UI systems; computational surfaces; Carlo framework; Carlo engine primitives; Carlo visual language; browser-native rendering; physics-inspired animation; transform stacks; engine cell design; interactive surfaces; DOM curvature; motion fields; distortion fields; Computational Physics; Human–Computer Interaction; Web Technologies; Web Animation Systems; Rendering Engines; Interface Engineering; Simulation Environments; Digital Architecture; Computational Aesthetics; Systems Design; Software Frameworks; Experimental Interfaces; Browser-based Engines; Visual Computing; Applied CSS Systems; HTML/CSS Research Artefacts; Reactive Systems Design; Interactive Media Technology

Authors

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-06-16
DOI
https://doi.org/10.5281/zenodo.20714407
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

ReGenesis Field v1.0: A Minimal HTML Engine Cell for Depth, Motion, and Distortion

Matthew Arthur Carlo
Zenodo (CERN European Organization for Nuclear Research)
Computer Graphics and Visualization Techniques
article

ReGenesis Field v1.0: A Minimal HTML Engine Cell for Depth, Motion, and Distortion

Matthew Arthur Carlo
article en

Abstract

The ReGenesis Field is a minimal, self‑contained HTML/CSS engine cell that transforms any DOM element into a reactive, physics‑like surface. It implements three core behaviours—depth, motion, and distortion—using only native browser capabilities and no external dependencies. Each Field acts as a micro‑engine: a layered structure with its own depth plane, inertial motion cycle, and recursive transform stack, anchored by a stable content core. This release provides the canonical ReGenesis Field snippet, designed as the smallest reproducible unit of the broader ReGenesis Engine. It enables researchers, developers, and engine designers to construct reactive surfaces, layered visual systems, and DOM‑based simulation environments with minimal overhead. The Field can be duplicated, nested, or stacked to form larger reactive worlds, making it suitable for experimentation, teaching, and engine prototyping. Included in this deposit: • The complete ReGenesis Field v1.0 snippet • A technical explanation of its structure and behaviour • Usage instructions for integrating Fields into larger systems • Notes on depth scaling, motion tuning, and distortion layering The ReGenesis Field demonstrates how HTML and CSS can function as a lightweight rendering engine, offering a foundation for future extensions of the ReGenesis Engine and related Carlo frameworks. Keywords: ReGenesis Field; ReGenesis Engine; HTML engine cell; CSS engine cell; reactive surfaces; DOM physics; depth motion distortion; parallax fields; recursive transforms; inertial motion; breathing surfaces; DOM-based simulation; visual engine primitives; minimal working example; engine architecture; CSS-only animation; 3D transform fields; curved DOM space; reactive UI systems; computational surfaces; Carlo framework; Carlo engine primitives; Carlo visual language; browser-native rendering; physics-inspired animation; transform stacks; engine cell design; interactive surfaces; DOM curvature; motion fields; distortion fields; Computational Physics; Human–Computer Interaction; Web Technologies; Web Animation Systems; Rendering Engines; Interface Engineering; Simulation Environments; Digital Architecture; Computational Aesthetics; Systems Design; Software Frameworks; Experimental Interfaces; Browser-based Engines; Visual Computing; Applied CSS Systems; HTML/CSS Research Artefacts; Reactive Systems Design; Interactive Media Technology

Zenodo (CERN European Organization for Nuclear Research)
Openalex Percentile: Top 2%
Computer Graphics and Visualization Techniques
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.