61b1c9c32927721afdda5a0bb582bfa782f53c67
Standalone C++20 (MSVC /O2 /arch:AVX2), no Unreal. A 372-shape corpus (rooms at the hardest profile's scale, winding tunnels, pillars, stalactites, shelves, floating masses, thin strata, rotated shapes, crowded junctions, craters), built two ways: point-by-point reference vs column intervals on 3 axes + 64-bit sign words + bit-scanned active cells + meshing from analytic crossings. 64 m near region at 25 cm (17.4 M nodes), 5 seeds, fresh processes: workers near CPU total (median/p95/worst) interval stage mesh stage (single-threaded) 1 349 / 358 / 358 ms 154 ms 188 ms 6 241 / 280 / 288 ms 48 ms 191 ms 8 240 / 271 / 277 ms 43 ms 193 ms Near mesh ~563k triangles, 13.5 MB; total output 19.9 MB; busiest line 58 candidates (< 64). Correctness: 0 sign mismatches vs reference at every node, 0 missing crossings/open contours, thin strata with no lattice node inside get explicit triangles (dropping them is caught), same hash on 1/6/8 workers and a repeated run. Far field: 47k nodes / 92k patches in ~8.6 ms, but fixed-grid ellipsoid sheets, not a validated cave hierarchy: unproven. No noise detail in this corpus. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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