Moves past the usual HTML/SVG approach by using a GPU ray-marching renderer, which the author presents as the basis for a more detailed scene.
Builds every element procedurally (pelican, bicycle, bridge, sea, sky) and generates the soundtrack in code, so the piece relies on no external assets.
Uses a high sample count (40 per frame) across 1140 frames, prioritizing visual quality over render speed, in line with the prompt's request for the most detailed version.
The prompt gives open latitude ('any technology', 'no rush') and a quality target (most complex, refined, beautiful), which pushes the output beyond the familiar benchmark look.