A platform of technology, tools, and teams for building and scaling AI with confidence. Trusted by the world’s leading AI pioneers.
The hero loads as an even lattice of grey dots. Over six seconds the lattice thins out and the dots settle into the diamond from the home page — the same model at its own size, standing nearer the middle of the field than the glass one does. There are no surfaces to it. The dots are spread through the inside, so from the front the cloud is densest where the stone is thickest, and a share of them lie on the facets. What draws the cut is that they crowd toward the twelve edges: against an edge they stand several times as densely as far from one, so a facet is bounded by a gathering of dots and not by a line. The dots that sit on an edge itself are a row spaced several diameters apart, which the crowding thickens. Each face is then shaded a little by how squarely it meets the light, so it holds a tone of its own.
Each row of the grid becomes one band of the stone, left end to left end, so the lattice squeezes into the shape instead of crossing over itself. Every dot leaves on its own clock, drawn at random from the six seconds, so the whole lattice thins out at once and the stone gains weight everywhere rather than filling from one side. The stone holds still while it is being assembled; once every dot is home it starts to turn, at the same rate as the glass one on the home page. The cursor has no hold over the stone itself.
Passing the cursor over the field scatters the dots under it, the way a flock is put up: each one runs out along its own line rather than straight away from the cursor, at its own stride, so the field opens raggedly and not as a clean circle. Behind the cursor the ground closes gradually, because a short trail of the places it has just been keeps pushing for a moment after it has gone. Nothing about this moves the stone, and nothing is remembered per dot: the trail is eight positions, and every dot works out its own flight from them in the vertex shader.