In the ever-evolving world of web development, creating immersive and engaging user experiences has become a top priority. From interactive websites to dynamic web applications, developers are constantly seeking tools that allow them to push the boundaries of creativity. Enter **Theatre.js**, a powerful JavaScript library that is revolutionizing the way we think about web animation… Continue reading The Rise of Theatre.js: Revolutionizing Web Animation and Storytelling
Category: Immersive Web( AR/ VR/ XR)
This is the category for Immersive Web( AR/ VR/ XR)
Model Highlighting in Three.js: Enhancing User Interaction
Introduction In 3D applications, model highlighting plays a crucial role in providing visual feedback, improving user interaction, and enhancing immersion. The code above implements a model highlighting mechanism using Three.js and raycasting to detect and emphasize objects dynamically. Raycasting for Model Selection The raycasting technique is used to detect user interaction with 3D objects in… Continue reading Model Highlighting in Three.js: Enhancing User Interaction
Integrating Physics-based Animations with Theater.js and Three.js
Introduction: Theater.js animations can be combined with physics engines like Cannon.js to create more realistic animations with control over scripted sequences. Implementation: To animate an object falling with physics while maintaining script control: const body = new CANNON.Body({ mass: 1, shape: new CANNON.Sphere(1) }); world.addBody(body); theater.addActor(“ball”, { position: { y: 10 } }); theater.getActor(“ball”).play({ position:… Continue reading Integrating Physics-based Animations with Theater.js and Three.js
Character Animation and Lip Syncing in Three.js using Theater.js
Introduction: Animating 3D characters with Theater.js provides a flexible way to create realistic motion. When combined with speech synthesis, it can also be used for lip-syncing animations. Implementation: By animating a character’s mouth position based on speech audio, we can create a talking avatar: theater.addActor(“character”, { mouthOpen: 0 }); function speak(text) { const utterance =… Continue reading Character Animation and Lip Syncing in Three.js using Theater.js
Creating Cinematic Camera Movements in Three.js with Theater.js
Introduction: Theater.js provides precise control over animations, making it ideal for crafting cinematic camera movements in Three.js scenes. This can be used for storytelling, guided tours, or game-like experiences. Implementation: A smooth camera transition can be achieved by animating camera position and rotation with Theater.js: const theater = theaterJS(); theater.addActor(“camera”, { position: { x: 0,… Continue reading Creating Cinematic Camera Movements in Three.js with Theater.js
Synchronizing 3D Object Animations with UI Interactions using Theater.js
Introduction: Theater.js is a powerful animation library that allows for smooth, scriptable animations. When combined with Three.js, it enables developers to create immersive experiences where 3D objects animate in response to user interactions such as scrolling, clicking, or hovering over elements. Implementation: To synchronize UI interactions with 3D animations, we can use Theater.js to animate… Continue reading Synchronizing 3D Object Animations with UI Interactions using Theater.js
Combining Three.js, Rust, and WebAssembly
WebAssembly has been specifically the prospect of doing arithmetically-intensive operations with it, not unlike the fantastic physics engine Emscripten port Ammo.js. Compiling something like that is out of the scope of this little post (but should be getting easier!), and I’ve left some links at the bottom so you can clear more about WebAssembly if you’re interested.… Continue reading Combining Three.js, Rust, and WebAssembly
Multiple Canvases Multiple Scenes
A common question is how to use THREE.js with multiple canvases. Let’s say you want to make an e-commerce site or you want to make a page with lots of 3D diagrams. At first glance it appears easy. Just make a canvas every where you want a diagram. For each canvas make a Renderer. You’ll quickly… Continue reading Multiple Canvases Multiple Scenes
renderToScreen
Whether or not to render to the canvas instead the current destination render target. In most use cases you do not set this flag explicitly since the last pass in the pass chain is automatically rendered to screen. Let’s put together a basic example. We’ll start with the example from the article on responsiveness. To that… Continue reading renderToScreen
VR – Look to Select
The simplest and possibly most common is the Google Cardboard style of VR which is basically a phone put into a $5 – $50 face mask. This kind of VR has no controller so people have to come up with creative solutions for allowing user input. The most common solution is “look to select” where… Continue reading VR – Look to Select