Meridian
Meridian
The dashboard is a night city: bar charts are towers, the line chart a lit skyway, KPI tiles rooftop billboards; one district per scene, then the camera pulls back to find the whole city standing on the glass of an iPad on a desk.
A night city of glowing towers rising from an endless mirror floor, with a lit street plan, a skyway on pylons, a plaza of tiles and a hundred window-lit towers fading into fog under a cold moon key, warm street glow and bloom; it then shrinks to a walnut desk by a night window in a warm lamp pool. Eight unhurried beats of 7 to 9 s across 68 s at 100 bpm, slow dollies and cranes, landing on a crane up.
- Length
- 1:08
- Scenes
- 8
- Device
- ipad
- Style
- realistic place
- Camera
- push in, dolly, crane, tracking, pull back, ultra closeup
//
NOTE (2026-10-15): converted from a presentation to a continuous video: the per-scene pause
markers were removed, so "slide" below just means "scene" and nothing waits for Space.
CITY OF DATA — Meridian · presentation #2 (8 slides, ~68 s, Space resumes after each)
Preview: http://localhost:4444/runtime?project=projects/templates/best-ref-og-02-data-city/best-ref-og-02-data-city.promo
LOGLINE At night Meridian's dashboard rises out of a black mirror as a city — bar charts are towers,
the line chart a lit skyway, KPI tiles rooftop billboards. We fly one district per slide,
then pull back: the whole city stands on the glass of an iPad on a walnut desk.
ONE PLAN, TWO SCALES. The iPad dashboard (197 x 262 mm, portrait, pad-base/pad-text/pad-alert from
pres-data-city.screens.html) IS the ground plan. Big city: 1 screen mm = 100 world mm,
world x = (screen_x - 98.5) * 100, world z = (screen_y - 131) * 100, ground y = 0.
Desk: the iPad lies flat at (-40, 743.2, -220) rotation -90 0 0, glass y 746.4, overlay +0.5, and the
same city stands on it at 1:1 screen mm (x = -40 + screen_x - 98.5, z = -220 + screen_y - 131).
revenue towers 12 bars, x = -7802 + 1375.5 i, z 2260, 890 sq, H = 1.5 x bar height x 100
KPI blocks 3 tiles at x -6172 / 0 / 6171, z -4788, billboards (ui3d kpi-*) on the roofs
HQ + sparkline HQ x -6250 z -8500 (kpi-rev billboard); 14 light pillars = the hero sparkline
skyway the line chart's 8 points, elevation = value, on pylons; a pulse runs it (s4)
cohort plaza 15 blocks = the retention triangle, height = retention
anomaly tower over the alert card's icon, x -8050 z 11200 (s5)
WORLD / LIGHT night; black reflector floor, navy fog, cold moon (directional), amber street glow
(area), cool rim (area), emissive windows (media:pdc-windows-*.png, generated facade maps), bloom.
Desk: walnut top 740 mm, lamp spot = warm key, cool window fill, screen-glow area light.
PROPS (generated, scale = longest side mm): lamp 450, mug 120, books 260, snake plant 520,
notebook 210, chair 900 (desk); water tank 700, antenna 1600 (city roofs).
SLIDES s1 rise · s2 revenue · s3 KPIs · s4 trends · s5 anomaly · s6 reveal · s7 live (ULTRA) · s8 CTA.
One scene per slide because every slide must freeze on its own poster frame (pause at d - 0.04).
Typing: s5 Ask bar (typewriter). Grow: s5 alert panel (scale + pinned left edge). Assemble: s6 the
text + alert layers fly home as the towers sink into the glass. Ultra close-up: s7 only.
CLOCK every scene after s1 starts its own clock at the start of its incoming 0.85 s dissolve, so a
scene key k plays at reel time B + k (B in the audio block); the pause marker lands on the held
last frame. Engine notes: a repeat whose prototype has TWO children dropped the second child's
scale channel (s6 splits them); a world-scaled flat ui3d (the plan) sorts over rooftop ui3d boards
from a high camera (s3 leaves the plan out); glossy clearcoat towers threw a softbox glint, so the
tower glass is matte (clearcoat 0) under a dim environment.
promo#best-ref-og-02-data-city(width=1920 height=1080 fps=30)
audio
tracks
// music: 100 BPM D minor bed (procedural-music), eight phrases, each resolving ~0.8 s before its
// slide's pause (7.96 16.81 25.16 34.01 42.86 52.71 60.56 68.41) so the tail has rung down when it stops.
// Reel time of a scene key k = B + k, B = 0 / 8.0 / 16.85 / 25.2 / 34.05 / 42.9 / 52.75 / 60.6 (the incoming
// 0.85 s dissolve runs the scene clock). Designed sounds = procedural-sfx (media/pdc-*.wav); UI = built-ins.
track#music(asset="music:pres-data-city-bed" start=0 volume=0.5)
track#sfx_1(asset="media:pdc-city" start=0 volume=0.5)
track#sfx_2(asset="media:pdc-rise" start=0.3 volume=0.6)
track#sfx_3(asset="media:pdc-shimmer" start=4.5 v