Real-Time Lighting and Shadow Optimization in Three.js

Lighting and shadows define mood, depth, and realism in 3D experiences, but they can also be performance bottlenecks—especially in WebXR and browser-based environments. Three.js provides multiple lighting techniques, ranging from baked lightmaps to real-time dynamic shadows. Balancing realism with performance is key to creating immersive yet smooth-running applications.

By combining efficient shadow techniques, light probes, and post-processing effects, developers can achieve cinematic lighting in large scenes without overwhelming the GPU.

Core Techniques:

1. Dynamic Lighting Models

  • Directional, Point, and Spot Lights for varied illumination.
  • Hemisphere Light for natural ambient sky/ground tint.
  • Light Probes / Environment Maps for global indirect lighting.

2. Shadow Mapping

  • Use PCF Soft Shadows or VSM (Variance Shadow Maps) for smoother edges.
  • Control shadow camera bounds to avoid unnecessary rendering.
  • Adjust resolution dynamically based on distance and importance.

3. Baking and Hybrid Approaches

  • Pre-bake global illumination or ambient occlusion in external tools.
  • Combine baked lightmaps with dynamic real-time shadows for moving objects.

4. Optimizations for Performance

  • Implement Cascaded Shadow Maps (CSM) for large outdoor scenes.
  • Use shadow LOD—lower resolution shadows for distant terrain.
  • Consider deferred rendering or screen-space techniques for complex environments.

5. Post-Processing Enhancements

  • Bloom and Lens Flares for bright highlights.
  • Screen-Space Ambient Occlusion (SSAO) for subtle depth.
  • Volumetric Lighting (God Rays) for atmospheric realism.

Use Cases:

  • Virtual museums or architecture tours requiring accurate indoor shadows.
  • Outdoor VR worlds with day-night cycles.
  • Cinematic WebXR experiences with atmospheric lighting.

Advantages:

  • Adds immersion and realism to procedural or handcrafted worlds.
  • Optimized shadows prevent VR frame drops.
  • Hybrid lighting reduces GPU load while keeping visuals high quality.

Limitations:

  • Shadow maps can be expensive on large terrains.
  • Real-time global illumination is still limited in browsers.
  • Requires careful tuning per device (desktop vs. mobile VR).

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