Rotating the camera in a 360-degree environment is a common feature in immersive experiences like virtual tours, games, and XR applications. However, poorly implemented camera rotation can cause jittering, stuttering, or performance degradation, especially when rendering high-resolution environments or complex geometry. This article covers best practices and techniques for achieving smooth and optimized 360° camera… Continue reading Optimizing 360° Camera Rotation for Smooth Rendering in Three.js
Tag: threejs
Code Structuring Best Practices for Three.js and WebXR Projects
This article outlines a scalable and maintainable code architecture for building WebXR experiences using Three.js. Proper structuring enhances team collaboration, improves performance, simplifies debugging, and allows smooth expansion of features and scenes over time. Why Code Structuring Matters Unstructured or monolithic code can quickly become unmanageable, especially in complex XR projects. By modularizing and organizing… Continue reading Code Structuring Best Practices for Three.js and WebXR Projects
Texture Compression Using KTX2 for Optimized WebGL Performance in Three.js
This article describes how to compress textures using KTX2 format and integrate them into a Three.js pipeline. Texture compression is a critical optimization step in reducing VRAM usage, improving performance, and increasing compatibility across desktop, mobile, and XR platforms. Why Texture Compression Matters Uncompressed textures are one of the biggest consumers of GPU memory. A… Continue reading Texture Compression Using KTX2 for Optimized WebGL Performance in Three.js
Physics Integration in Three.js: Canon.js, Rapier.js, Ammo.js
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
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
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
Shaders vs. GLTF Models for Environment Optimization in Three.js
When creating environments in Three.js, you have two main approaches: Custom Shaders – Procedurally generate terrain, sky, and materials. GLTF Models – Load pre-built, optimized assets for better performance. Each method has advantages and trade-offs. The right choice depends on whether you prioritize visual quality, performance, or development efficiency. 1. Understanding Shaders vs. GLTF Models… Continue reading Shaders vs. GLTF Models for Environment Optimization in Three.js