Description: Three.js does not have built-in physics, but can integrate seamlessly with libraries like: Cannon.js / cannon-es (lightweight, good for rigid bodies and VR). Ammo.js (Bullet-based, accurate but heavier). Rapier.js (WASM-based, high performance for complex interactions). Physics simulation includes rigid bodies, constraints, raycasting, vehicle physics, collision detection, and more. When integrating physics: Use THREE.BufferGeometryUtils.mergeVertices() for… Continue reading Physics Integration in Three.js: Canon.js, Rapier.js, Ammo.js
Category: Immersive Web( AR/ VR/ XR)
This is the category for Immersive Web( AR/ VR/ XR)
GLTF Export Optimization and VRAM Usage for Better Performance in Three.js
This article outlines best practices for optimizing GLTF exports to reduce GPU memory (VRAM) usage and improve performance in Three.js applications. These optimizations are particularly critical for immersive WebXR and VR experiences, where performance is constrained by browser limitations and device capabilities. Importance of GLTF Optimization GLTF (.gltf or .glb) is a modern, efficient format… Continue reading GLTF Export Optimization and VRAM Usage for Better Performance in Three.js
Real-Time Lighting Techniques: Light Probes, Baked Lighting, and IBL
Description: Lighting is key to realism. In Three.js, real-time lighting can be achieved via a mix of techniques: Light Probes (LightProbe & SH Coefficients): Low-cost ambient light sampling. Baked Lighting (via Blender/3D Tool): Precomputed light stored in texture maps, used for static scenes. Image-Based Lighting (IBL): Uses HDR environment maps for reflections and soft lighting.… Continue reading Real-Time Lighting Techniques: Light Probes, Baked Lighting, and IBL
Optimized Scene Management with LOD, Instancing, and Culling
Description: In large scenes, such as virtual campuses or open-world levels, performance becomes a key concern. Three.js provides multiple strategies to manage performance: Level of Detail (LOD): Load different geometries depending on the camera’s distance from the object. InstancedMesh: Share a single geometry and material across thousands of objects (e.g., trees, bricks, etc.). Frustum Culling:… Continue reading Optimized Scene Management with LOD, Instancing, and Culling
Advanced Post-Processing with EffectComposer
Description: Effect Composer in Three.js is a powerful tool that allows stacking and managing post-processing effects in a pipeline. It works by rendering the scene to a framebuffer and then applying a series of shader-based passes (like UnrealBloomPass, SSAO, FXAA, GlitchPass, DotScreenPass, etc.) on the rendered image, rather than directly to the screen. This decouples… Continue reading Advanced Post-Processing with EffectComposer
Using CanvasTexture in Three.js: Dynamic 2D Drawing in a 3D Scene
Using CanvasTexture in Three.js: Dynamic 2D Drawing in a 3D Scene In Three.js, textures typically come from image files, but sometimes you need dynamic, real-time content—like text, graphs, UI panels, or generated visuals. This is where CanvasTexture shines. In this article, we’ll explore: What CanvasTexture is How to create and update it Practical use cases… Continue reading Using CanvasTexture in Three.js: Dynamic 2D Drawing in a 3D Scene
Building an Interactive Dropdown Menu in Three.js Using Plane Geometry and Canvas Texture
Step-by-Step Implementation 1. Set Up the Scene const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); camera.position.z = 5; 2. Define the Dropdown Texture let dropdownOpen = false; let selectedOption = ‘Option 1’; const options = [‘Option 1’,… Continue reading Building an Interactive Dropdown Menu in Three.js Using Plane Geometry and Canvas Texture
Creating an In-Scene Panel in Three.js Using Plane Geometry and Raycasting
Create a text-based article panel using Three.js plane geometries. Use THREE.Raycaster to make it interactive. Style the content visually with colors and layout—all from within Three.js. 🧱 The Concept We will: Use PlaneGeometry to create a panel. Render multi-line text using CanvasTexture. Apply this as a material to the plane. Detect interaction using Raycaster. ✏️… Continue reading Creating an In-Scene Panel in Three.js Using Plane Geometry and Raycasting
Step-by-Step Guide to Creating a Rounded Rectangle in Three.js
Creating a rounded rectangle in Three.js involves defining a custom shape using the THREE.Shape class and then generating a mesh from it. This approach allows for precise control over the geometry, enabling features like rounded corners similar to CSS’s border-radius. (Plane mesh with rounded corners that can have an image texture) Step-by-Step Guide to Creating… Continue reading Step-by-Step Guide to Creating a Rounded Rectangle in Three.js
LightProbe
Light probes are an alternative way of adding light to a 3D scene. Unlike classical light sources (e.g. directional, point or spot lights), light probes do not emit light. Instead they store information about light passing through 3D space. During rendering, the light that hits a 3D object is approximated by using the data from… Continue reading LightProbe