name: Immersive 3D Web Development description: Use when working with 3D graphics, WebGL, Three.js, React Three Fiber, Babylon.js, WebXR, VR/AR experiences, shaders, physics engines, or any immersive web content. Triggers on keywords like "3d", "three.js", "webgl", "babylon", "r3f", "shader", "vr", "ar", "xr", "immersive", "scene", "mesh", "animation". version: 1.0.0
Immersive 3D Web Development
Expert knowledge for creating immersive 3D experiences on the web using Three.js, React Three Fiber, Babylon.js, and WebXR technologies.
When to Use This Skill
Apply this skill when:
- Building 3D product configurators or visualizers
- Creating immersive web experiences (galleries, tours, showrooms)
- Developing WebXR applications (VR/AR)
- Implementing custom shaders or visual effects
- Optimizing 3D scene performance
- Working with 3D models (glTF, FBX, OBJ)
- Integrating physics simulations
- Creating interactive 3D environments
Core Libraries
Three.js (Foundation)
Use for: Low-level 3D control, maximum flexibility
Key concepts:
- Scene graph hierarchy (Scene → Camera → Objects)
- Geometries (BoxGeometry, SphereGeometry, BufferGeometry)
- Materials (MeshBasicMaterial, MeshStandardMaterial, ShaderMaterial)
- Lighting (AmbientLight, DirectionalLight, PointLight, SpotLight)
- Cameras (PerspectiveCamera, OrthographicCamera)
- Renderers (WebGLRenderer, WebGPURenderer)
Example setup:
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.body.appendChild(renderer.domElement);
// Controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
// Lighting
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(5, 10, 7.5);
scene.add(directionalLight);
// Animation loop
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();
React Three Fiber (R3F)
Use for: React integration, declarative 3D, component-based architecture
Benefits:
- Declarative syntax (JSX for 3D)
- React hooks integration
- Built-in resize handling
- Automatic disposal
- Better performance with React 18
Example component:
import { Canvas } from '@react-three/fiber';
import { OrbitControls, PerspectiveCamera } from '@react-three/drei';
function ProductModel({ modelUrl }) {
const gltf = useGLTF(modelUrl);
return (
<primitive
object={gltf.scene}
scale={1.5}
position={[0, 0, 0]}
/>
);
}
function Scene() {
return (
<Canvas shadows dpr={[1, 2]}>
<PerspectiveCamera makeDefault position={[0, 0, 5]} />
<ambientLight intensity={0.5} />
<directionalLight position={[5, 10, 7.5]} intensity={0.8} castShadow />
<ProductModel modelUrl="/models/product.glb" />
<OrbitControls
enableDamping
dampingFactor={0.05}
minDistance={2}
maxDistance={10}
/>
</Canvas>
);
}
Babylon.js
Use for: Game-like experiences, complete engine, built-in physics
Benefits:
- Comprehensive game engine
- Built-in physics (Cannon.js, Ammo.js, Havok)
- Advanced animation system
- Scene optimizer
- Inspector for debugging
Example:
import * as BABYLON from '@babylonjs/core';
const canvas = document.getElementById('renderCanvas');
const engine = new BABYLON.Engine(canvas, true);
const createScene = () => {
const scene = new BABYLON.Scene(engine);
const camera = new BABYLON.ArcRotateCamera(
'camera',
Math.PI / 2,
Math.PI / 2,
5,
BABYLON.Vector3.Zero(),
scene
);
camera.attachControl(canvas, true);
const light = new BABYLON.HemisphericLight(
'light',
new BABYLON.Vector3(0, 1, 0),
scene
);
// Load glTF model
BABYLON.SceneLoader.ImportMesh(
'',
'/models/',
'product.glb',
scene,
(meshes) => {
// Model loaded
}
);
return scene;
};
const scene = createScene();
engine.runRenderLoop(() => scene.render());
Performance Optimization
Level of Detail (LOD)
Swap models based on camera distance:
import { LOD } from 'three';
const lod = new LOD();
// High detail (close)
lod.addLevel(highDetailMesh, 0);
// Medium detail
lod.addLevel(mediumDetailMesh, 50);
// Low detail (far)
lod.addLevel(lowDetailMesh, 100);
scene.add(lod);
// Update in animation loop
lod.update(camera);
Instancing
Render many similar objects efficiently:
import { InstancedMesh } from 'three';
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0xB76E79 });
const count = 1000;
const mesh = new InstancedMesh(geometry, material, count);
// Set individual positions/rotations
const matrix = new THREE.Matrix4();
for (let i = 0; i < count; i++) {
matrix.setPosition(
Math.random() * 100 - 50,
Math.random() * 100 - 50,
Math.random() * 100 - 50
);
mesh.setMatrixAt(i, matrix);
}
mesh.instanceMatrix.needsUpdate = true;
scene.add(mesh);
GPU Optimization
// Texture compression
import { KTX2Loader } from 'three/examples/jsm/loaders/KTX2Loader';
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath('/basis/');
ktx2Loader.detectSupport(renderer);
// Load compressed texture
ktx2Loader.load('/textures/diffuse.ktx2', (texture) => {
material.map = texture;
});
// Geometry compression
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('/draco/');
const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(dracoLoader);
Shaders & Custom Effects
Custom Shader Material
// Vertex Shader (vertex.glsl)
uniform float uTime;
varying vec2 vUv;
varying vec3 vNormal;
void main() {
vUv = uv;
vNormal = normalize(normalMatrix * normal);
vec3 pos = position;
pos.y += sin(position.x * 2.0 + uTime) * 0.1;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
// Fragment Shader (fragment.glsl)
uniform vec3 uColor;
uniform float uTime;
varying vec2 vUv;
varying vec3 vNormal;
void main() {
// Fresnel effect
vec3 viewDirection = normalize(cameraPosition - vNormal);
float fresnel = pow(1.0 - dot(viewDirection, vNormal), 3.0);
// Animated gradient
float gradient = sin(vUv.y * 10.0 + uTime) * 0.5 + 0.5;
vec3 color = mix(uColor, vec3(1.0), fresnel * gradient);
gl_FragColor = vec4(color, 1.0);
}
import vertexShader from './vertex.glsl';
import fragmentShader from './fragment.glsl';
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 },
uColor: { value: new THREE.Color(0xB76E79) }
},
vertexShader,
fragmentShader
});
// Update in animation loop
shaderMaterial.uniforms.uTime.value = elapsedTime;
Physics Integration
Cannon.js with React Three Fiber
import { Physics, useBox, usePlane } from '@react-three/cannon';
function Box() {
const [ref, api] = useBox(() => ({
mass: 1,
position: [0, 5, 0]
}));
return (
<mesh ref={ref} castShadow>
<boxGeometry args={[1, 1, 1]} />
<meshStandardMaterial color="orange" />
</mesh>
);
}
function Plane() {
const [ref] = usePlane(() => ({
rotation: [-Math.PI / 2, 0, 0]
}));
return (
<mesh ref={ref} receiveShadow>
<planeGeometry args={[100, 100]} />
<meshStandardMaterial color="lightblue" />
</mesh>
);
}
function Scene() {
return (
<Canvas>
<Physics gravity={[0, -9.8, 0]}>
<Box />
<Plane />
</Physics>
</Canvas>
);
}
WebXR (VR/AR)
VR Setup with Three.js
// Enable VR
renderer.xr.enabled = true;
// Add VR button
document.body.appendChild(VRButton.createButton(renderer));
// Controllers
const controller1 = renderer.xr.getController(0);
const controller2 = renderer.xr.getController(1);
scene.add(controller1, controller2);
// Use setAnimationLoop instead of requestAnimationFrame
renderer.setAnimationLoop(() => {
renderer.render(scene, camera);
});
AR with React Three Fiber
import { ARButton, XR } from '@react-three/xr';
function ARScene() {
return (
<>
<ARButton />
<Canvas>
<XR>
<ambientLight intensity={0.5} />
<mesh position={[0, 1, -2]}>
<boxGeometry />
<meshStandardMaterial color="red" />
</mesh>
</XR>
</Canvas>
</>
);
}
SkyyRose-Specific Patterns
Luxury Product Viewer
import { Canvas, useLoader } from '@react-three/fiber';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
import { Environment, ContactShadows } from '@react-three/drei';
function LuxuryProductViewer({ modelPath }) {
const gltf = useLoader(GLTFLoader, modelPath);
return (
<Canvas camera={{ position: [0, 0, 5], fov: 45 }} shadows>
{/* Rose gold environment lighting */}
<Environment preset="sunset" />
{/* Product model */}
<primitive
object={gltf.scene}
scale={1.5}
rotation={[0, Math.PI / 4, 0]}
/>
{/* Soft shadows */}
<ContactShadows
position={[0, -1, 0]}
opacity={0.4}
scale={10}
blur={2}
far={4}
/>
{/* Rose gold accent light */}
<pointLight
position={[5, 5, 5]}
color="#B76E79"
intensity={0.3}
/>
<OrbitControls
enableDamping
minPolarAngle={Math.PI / 4}
maxPolarAngle={Math.PI / 2}
/>
</Canvas>
);
}
Best Practices
Performance Targets
- Desktop: 60 FPS minimum
- Mobile: 30 FPS minimum
- Draw calls: < 100 per frame
- Triangles: < 100k visible
- Textures: Compressed (KTX2, Basis Universal)
Model Optimization
- Decimate geometry in Blender (target: < 50k triangles)
- Compress with Draco for glTF files
- Use texture atlases to reduce draw calls
- Bake lighting for static objects
- LOD meshes for far distances
Memory Management
// Dispose geometries and materials
geometry.dispose();
material.dispose();
texture.dispose();
// Dispose entire object tree
object.traverse((child) => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (Array.isArray(child.material)) {
child.material.forEach(m => m.dispose());
} else {
child.material.dispose();
}
}
});
Troubleshooting
Black Screen
- Check camera position (not inside geometry)
- Verify lights are added to scene
- Check renderer size matches canvas
Poor Performance
- Enable stats.js to measure FPS
- Check draw call count (renderer.info.render.calls)
- Use Chrome DevTools Performance profiler
- Reduce geometry complexity
- Use instancing for repeated objects
Textures Not Loading
- Check file paths (case-sensitive)
- Verify CORS headers for external resources
- Use texture loading manager for progress
- Check texture size (power of 2 for mipmaps)
References
See references/ directory for:
threejs-fundamentals.md- Three.js core conceptsr3f-patterns.md- React Three Fiber patternsbabylonjs-guide.md- Babylon.js complete guidewebxr-api.md- WebXR specification and examplesshader-cookbook.md- GLSL shader recipesphysics-integration.md- Physics engine integrationperformance-optimization.md- 3D performance tuning
Examples
See examples/ directory for working implementations:
threejs-scene.js- Basic Three.js setupr3f-component.jsx- React Three Fiber componentbabylonjs-setup.js- Babylon.js initializationcustom-shader.glsl- Custom shader effectsphysics-demo.js- Physics simulationxr-experience.js- WebXR VR/AR example
Scripts
See scripts/ directory for utilities:
optimize-model.js- glTF model optimizationcompress-textures.sh- Texture compression pipelinebenchmark-scene.js- Performance benchmarking