AR Integration in Three.js: Building Web-Based Augmented Reality Experiences

Three.js is a powerful JavaScript library that allows developers to create 3D content in the browser. With the advent of WebXR, integrating Augmented Reality (AR) into web applications using Three.js has become not only possible but relatively straightforward. This article explores how to set up and integrate AR in Three.js using WebXR. 🚀 Why Use… Continue reading AR Integration in Three.js: Building Web-Based Augmented Reality Experiences

Animation System

Within the three.js animation system you can animate various properties of your models: the bones of a skinned and rigged model, morph targets, different material properties (colors, opacity, booleans), visibility and transforms. The animated properties can be faded in, faded out, crossfaded and warped. The weight and time scales of different simultaneous animations on the… Continue reading Animation System

GPU-Driven Particle Systems and Visual Effects in Three.js

Description: In immersive WebXR experiences like simulations, sci-fi learning environments, or natural ecosystems, visual feedback plays a major role. Particle systems—used for effects like fire, smoke, dust, magic, electricity, or even swarm behaviors—can become performance bottlenecks if CPU-bound. Three.js, combined with GPU-based computations, enables real-time visual effects by offloading heavy tasks to the GPU using… Continue reading GPU-Driven Particle Systems and Visual Effects in Three.js

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

Fragment Nodes

Essentially, a node is a placeholder for a unit of GPU computation, a representation of anything from a basic arithmetic operation, a lighting algorithm, a struct, a line of code, a shader, or a series of post-process passes. The specifics of how any given node works aren’t really important to understand. Nonetheless, they are the… Continue reading Fragment Nodes

Building Marker-Based Augmented Reality with AR.js and Three.js

Augmented Reality (AR) has traditionally required specialized native frameworks, but modern web tools are changing the game. With AR.js and Three.js, developers can now create marker-based AR experiences that run entirely in a browser — no app downloads required. This article guides you through setting up a lightweight, mobile-friendly AR project using AR.js with raw… Continue reading Building Marker-Based Augmented Reality with AR.js and Three.js

Drawing Lines

Let’s say you want to draw a line or a circle, not a wireframe Mesh. First we need to set up the renderer, scene and camera (see the Creating a scene page). Here is the code that we will use: const renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); const camera = new… Continue reading Drawing Lines

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

Lensflare

Creates a simulated lens flare that tracks a light. Lensflare can only be used when setting the alpha context parameter of WebGLRenderer to true. Import Lensflare is an add-on, and must be imported explicitly. See Installation / Addons. import { Lensflare, LensflareElement } from ‘three/addons/objects/Lensflare.js’; Code Example const light = new THREE.PointLight( 0xffffff, 1.5, 2000 ); const textureLoader = new THREE.TextureLoader();… Continue reading Lensflare