{
  "panorama": "Photorealistic 360-degree EQUIRECTANGULAR INTERIOR PANORAMA of the room shown in the architectural floor plan reference image. The output is a single horizontal strip image where all 4 walls of the room are visible side by side as if the camera spun a full 360 degrees from the room's center.\n\nStrict requirements:\n- Equirectangular panoramic projection (typical for 360 viewers): wide aspect ratio with natural perspective foreshortening near top/bottom edges, horizontally stitched seamless.\n- Camera position: standing at the geometric center of the room, eye-level approx 1.6m height.\n- Reading order LEFT to RIGHT corresponds to camera rotating clockwise: NORTH wall first (left edge) → EAST wall (left-center) → SOUTH wall (center-right) → WEST wall (right edge), wrapping back to NORTH at the seam.\n- Maintain EXACT wall layout, door positions, window positions, and furniture placement from the floor plan reference. Do not invent walls or furniture.\n- Photorealistic, 35mm cinematic still aesthetic. Soft natural daylight from windows mixed with dim domestic practicals (weak floor lamp, faint television glow). Realistic shadows.\n- Lived-in details: dust motes, scuff marks, subtle wear.\n- No people, no characters, empty room.\n- No overlaid text, no diagram lines, no architectural label letters, no captions.\n\nCanon: Building: stories=low-rise multi-family residential building with a small rooftop room; exact story count unspecified; primary_material=aged concrete, weathered metal door panels, rough roof slab, chipped painted railings; exterior_stairs=steep worn concrete exterior stairs with chipped metal railing and stained peeling side walls, connecting a rear courtyard to the rooftop landing; rooftop_features=water tank, clothesline, low outdoor platform, dried plant leaves, rough parapet, weathered iron entry door, small lit window; window_pattern=small practical windows with dirty glass, thin curtains, and limited daylight; rooftop room window is visually prominent at night and dawn; weathering=heavy damp staining, cracked concrete, chipped paint, rusted door frame, gritty roof surface, shadowed narrow exterior spaces; colors=dirty gray concrete, faded blue-gray shadow, rust brown metal edges, dull off-white interior walls, muted wood furniture, cold red and blue emergency light accents. Interior: wall_finish=old worn wallpaper and stained plaster-like surfaces, mostly dull off-white or gray beige, with occasional temporary circular marker states; floor_finish=plain worn floor surface suited to a small rooftop dwelling, sometimes clean, sometimes marked by muddy footprints or dark fluid traces depending on scene state; ceiling=low modest ceiling implied by compact rooftop-room scale, with dim domestic ambience and no decorative ceiling features specified; lighting_fixtures=small-window daylight, old television screen glow, dim living-room floor lamp, cold dusk light from open window, bathroom mirror-side practical light implied by reflection visibility; general_clutter_level=normally modest and lived-in; can shift to unnervingly spotless bedroom order or heavily disturbed living-kitchen disorder according to scene state",
  "quad": "Photorealistic 4-QUADRANT COMPOSITE image showing 4 different eye-level camera views of the SAME interior room (matching the architectural floor plan reference), arranged in a 2x2 grid with thin black dividers between quadrants.\n\nLayout (2x2 grid):\n- TOP-LEFT quadrant: camera facing NORTH wall, label 'N' in top-left corner of this quadrant.\n- TOP-RIGHT quadrant: camera facing EAST wall (90 degrees clockwise from N), label 'E'.\n- BOTTOM-LEFT quadrant: camera facing WEST wall (270 degrees from N), label 'W'.\n- BOTTOM-RIGHT quadrant: camera facing SOUTH wall (180 degrees from N), label 'S'.\n\nEach quadrant must:\n- Be a distinct camera angle showing different walls/furniture (NOT identical compositions).\n- Camera at room center, eye-level approx 1.6m height, slight wide angle ~28mm.\n- Maintain EXACT wall layout, door, window, furniture placement from floor plan reference.\n- Visual identity (wall finish, floor finish, ceiling, lighting, color palette) consistent across all 4 quadrants — same room, same lighting, just different angles.\n- Photorealistic 35mm cinematic still, soft natural daylight + dim practicals.\n- No people, empty room.\n- No overlaid text inside quadrants, no diagram lines (other than the grid divider).\n- Quadrant corner labels (N/E/W/S) in ENGLISH ONLY, small clean sans-serif.\n\nCanon: Building: stories=low-rise multi-family residential building with a small rooftop room; exact story count unspecified; primary_material=aged concrete, weathered metal door panels, rough roof slab, chipped painted railings; exterior_stairs=steep worn concrete exterior stairs with chipped metal railing and stained peeling side walls, connecting a rear courtyard to the rooftop landing; rooftop_features=water tank, clothesline, low outdoor platform, dried plant leaves, rough parapet, weathered iron entry door, small lit window; window_pattern=small practical windows with dirty glass, thin curtains, and limited daylight; rooftop room window is visually prominent at night and dawn; weathering=heavy damp staining, cracked concrete, chipped paint, rusted door frame, gritty roof surface, shadowed narrow exterior spaces; colors=dirty gray concrete, faded blue-gray shadow, rust brown metal edges, dull off-white interior walls, muted wood furniture, cold red and blue emergency light accents. Interior: wall_finish=old worn wallpaper and stained plaster-like surfaces, mostly dull off-white or gray beige, with occasional temporary circular marker states; floor_finish=plain worn floor surface suited to a small rooftop dwelling, sometimes clean, sometimes marked by muddy footprints or dark fluid traces depending on scene state; ceiling=low modest ceiling implied by compact rooftop-room scale, with dim domestic ambience and no decorative ceiling features specified; lighting_fixtures=small-window daylight, old television screen glow, dim living-room floor lamp, cold dusk light from open window, bathroom mirror-side practical light implied by reflection visibility; general_clutter_level=normally modest and lived-in; can shift to unnervingly spotless bedroom order or heavily disturbed living-kitchen disorder according to scene state",
  "canon": "Building: stories=low-rise multi-family residential building with a small rooftop room; exact story count unspecified; primary_material=aged concrete, weathered metal door panels, rough roof slab, chipped painted railings; exterior_stairs=steep worn concrete exterior stairs with chipped metal railing and stained peeling side walls, connecting a rear courtyard to the rooftop landing; rooftop_features=water tank, clothesline, low outdoor platform, dried plant leaves, rough parapet, weathered iron entry door, small lit window; window_pattern=small practical windows with dirty glass, thin curtains, and limited daylight; rooftop room window is visually prominent at night and dawn; weathering=heavy damp staining, cracked concrete, chipped paint, rusted door frame, gritty roof surface, shadowed narrow exterior spaces; colors=dirty gray concrete, faded blue-gray shadow, rust brown metal edges, dull off-white interior walls, muted wood furniture, cold red and blue emergency light accents. Interior: wall_finish=old worn wallpaper and stained plaster-like surfaces, mostly dull off-white or gray beige, with occasional temporary circular marker states; floor_finish=plain worn floor surface suited to a small rooftop dwelling, sometimes clean, sometimes marked by muddy footprints or dark fluid traces depending on scene state; ceiling=low modest ceiling implied by compact rooftop-room scale, with dim domestic ambience and no decorative ceiling features specified; lighting_fixtures=small-window daylight, old television screen glow, dim living-room floor lamp, cold dusk light from open window, bathroom mirror-side practical light implied by reflection visibility; general_clutter_level=normally modest and lived-in; can shift to unnervingly spotless bedroom order or heavily disturbed living-kitchen disorder according to scene state"
}