Volumetric Rendering in Three.js

Introduction to Volumetric Rendering Volumetric rendering visualizes 3D scalar fields where each voxel contributes to the final image based on its density and optical properties. Unlike surface rendering, volumetric techniques capture internal structures, making them perfect for: Atmospheric effects: Clouds, fog, and smoke simulation Scientific visualization: Medical CT/MRI data, seismic volumes VFX: Explosions, fire, and… Continue reading Volumetric Rendering in Three.js

Advanced Character Animation with Three.js and Skeletal Rigging

Overview Three.js is a powerful JavaScript library for creating 3D graphics in the browser, and its capabilities extend to advanced character animation through skeletal rigging and inverse kinematics (IK). This article explores how to import and rig 3D character models from tools like Blender, leverage Three.js’s SkinnedMesh and AnimationMixer for complex animations, and implement inverse… Continue reading Advanced Character Animation with Three.js and Skeletal Rigging

Attaching a Camera to a Character’s Head in Three.js for First-Person and Cinematic Views

In many interactive 3D applications, there’s a need for the camera to follow a specific point on a moving character — often the head. This technique allows for realistic first-person perspectives, dynamic over-the-shoulder shots, and immersive VR experiences without constantly recalculating the camera position in the render loop. A reliable way to achieve this in… Continue reading Attaching a Camera to a Character’s Head in Three.js for First-Person and Cinematic Views

Proximity Fading Effects in ThreeJS

Overview Subtle visual cues can dramatically improve clarity in 3D interfaces. One elegant and efficient approach is to make objects fade in and out based on how close the player or camera is to them. The applyDistanceFade utility is a minimalist function that does exactly this — fading an object’s opacity based on proximity. Let’s… Continue reading Proximity Fading Effects in ThreeJS

Animated Emission Effects with Procedural Noise in GLSL

Emissive materials are commonly used in real-time graphics to simulate glowing surfaces — whether it’s a flickering sci-fi interface, a magical rune, or an energy pulse moving through a forcefield. These materials not only enhance visual appeal but also serve functional purposes, like drawing the viewer’s attention or indicating interactivity. This article outlines how to… Continue reading Animated Emission Effects with Procedural Noise in GLSL

Real-Time Shadows in Complex Scenes: Balancing Quality and Performance in Three.js

Overview Shadows enhance realism but are also one of the most expensive rendering features in 3D. In Three.js, real-time shadows are usually created using shadow maps, but their quality depends on many factors like resolution, bias, and camera settings. Common Shadow Types in Three.js BasicShadowMap: Fast, low-quality PCFSoftShadowMap: Smooth edges, balanced quality VSMShadowMap: For soft,… Continue reading Real-Time Shadows in Complex Scenes: Balancing Quality and Performance in Three.js

Using GPUComputationRenderer for Real-Time Fluid and Particle Simulations in Three.js

Overview The GPUComputationRenderer utility in Three.js allows you to offload heavy calculations—like physics, fluid dynamics, or particle systems—onto the GPU using fragment shaders. This enables real-time, high-performance simulations that would otherwise be too expensive on the CPU. What is GPUComputationRenderer? It’s a helper class in Three.js that turns fragment shaders into GPU-based computation kernels. Instead… Continue reading Using GPUComputationRenderer for Real-Time Fluid and Particle Simulations in Three.js

Parallax Occlusion Mapping (POM) in Three.js

Introduction to Parallax Occlusion Mapping (POM) In 3D graphics, Parallax Occlusion Mapping (POM) is an advanced shading technique that simulates depth on a flat surface by distorting texture UV coordinates based on the viewer’s angle. Unlike traditional bump mapping or normal mapping, POM fakes real displacement without modifying geometry. Why Use POM Instead of Displacement… Continue reading Parallax Occlusion Mapping (POM) in Three.js

Hologram Shader: Creating a Sci-Fi Projection Effect in Three.js

Introduction In this article, we’ll break down a custom holographic shader effect in Three.js, using GLSL shaders to achieve a glitchy, sci-fi aesthetic. We’ll explore the Vertex Shader, Fragment Shader, and the JavaScript setup, highlighting key techniques such as: Procedural distortion (glitch effect) Fresnel shading for a glowing outline Animated holographic stripes By the end,… Continue reading Hologram Shader: Creating a Sci-Fi Projection Effect in Three.js

Creating an Interactive Shader-Based Visualization in Three.js

In this article, we’ll break down an interactive Three.js project that utilizes shaders to create an engaging visual effect. The project leverages a custom vertex and fragment shader, raycasting, and a displacement texture to generate a glowing interactive experience. Overview The script initializes a Three.js scene and renders a shader-based interactive effect on a plane.… Continue reading Creating an Interactive Shader-Based Visualization in Three.js