Skip to main content
Software Engineering Services
Technology Services3D WebThree.jsVirginia · US-Based

Three.js Development

We build 3D web experiences with Three.js and React Three Fiber. Three.js puts a lot of capability in the browser, but that capability comes with real constraints: GPU memory, draw call limits, shader compilation time, and mobile device differences that do not exist in any other browser rendering context.

Three.js r168React Three FiberDreiGLSLGSAPWebGLBlenderglTF / GLTF

Capabilities

What we build with Three.js

Interactive 3D product views

Product Configurators

Interactive 3D product viewers where users can rotate, zoom, change materials, or configure options. Optimized geometry and texture compression so the model loads quickly and renders at 60fps on consumer hardware.

WebGL hero sections

Marketing and Hero Scenes

Animated WebGL scenes for marketing pages and hero sections. Particle systems, animated geometry, and environment lighting that communicate a product or brand quality that static images cannot.

Graph · Point cloud · Globe

Data Visualization in 3D

Three-dimensional data visualization for datasets that benefit from a spatial representation: network graphs, geographic data on a globe, point clouds, and financial data that needs a third axis to be meaningful.

Vertex · Fragment · Post-processing

GLSL Custom Shaders

Custom GLSL vertex and fragment shaders for visual effects that cannot be achieved with standard Three.js materials: fluid simulations, procedural textures, chromatic aberration, and custom lighting models.

R3F · Drei · React integration

React Three Fiber Integration

Three.js integrated into React applications via React Three Fiber. Scene graph managed declaratively in JSX, animation with useFrame, and Drei helpers for common scene setup tasks.

Model pipeline

glTF Asset Optimization

Processing and optimizing 3D models for the web: glTF/GLB format conversion, Draco compression, texture atlasing, LOD setup, and geometry simplification to bring file sizes and draw calls within acceptable bounds.

Our approach

Budget before building

A Three.js scene has a GPU budget: polygon count, texture memory, draw calls, and shader complexity all contribute to it. We establish the budget before designing the scene — what is the target device, what frame rate is required, and what happens on a device that cannot hit it. These decisions shape every subsequent choice about geometry detail, texture resolution, and effect complexity.

glTF is the right format

GLTF is the web standard for 3D assets. We use Draco compression for geometry and KTX2 / Basis Universal for textures, which typically reduces asset sizes by 60-80% compared to uncompressed formats. Asset optimization is not optional for web delivery.

React Three Fiber is still Three.js

React Three Fiber is a React renderer for Three.js, not an abstraction that hides it. Understanding Three.js's scene graph, camera frustum, and render loop is necessary to use R3F correctly. We use the useFrame hook deliberately and avoid unnecessary re-renders of the canvas.

Mobile is the constraint

A Three.js scene that runs at 60fps on a desktop GPU may render at 10fps on a mobile phone. We test on real mobile hardware throughout development, not as a final step before launch.

threejs_spec.json
library: [
"Three.js r168"
]
react: [
"React Three Fiber",
"Drei"
]
shaders: [
"GLSL",
"WGSL (WebGPU)"
]
formats: [
"glTF",
"GLB",
"Draco"
]
animation: [
"GSAP",
"useFrame"
]
tooling: [
"Blender",
"gltfjsx"
]
engineering: [
"Virginia, United States"
]

All engineering work is done by US-based engineers. We do not offshore any development or architecture work.

Part of our software engineering services. We work across the full stack, cloud platforms, and architectural patterns.

FAQ

Common questions

Virginia · United States

Need Three.js expertise?

If you have a 3D web experience to build or a Three.js scene that needs performance work, reach out and we will discuss the scope and constraints before any work begins.