What Is Three.js?
Three.js is an open-source JavaScript library that draws 3D graphics in the browser. It was started by Ricardo Cabello, known as Mr.doob, and first released on GitHub in 2010; today a large community of contributors works on it. It works through WebGL, the browser's built-in way of using the device's graphics chip, so no plugin or app is needed.
A Three.js scene has a few key parts: a scene that holds the objects, a camera that looks at it and a renderer that draws it on the page. Each object combines a shape with a material that sets its color, shine and texture, while lights and shadows give it depth. Loaders bring in models, with glTF as the recommended format, and an animation system plays movements prepared in tools such as Blender.
Three.js is free under the MIT license and can be used in commercial projects. Alongside its long-standing WebGL renderer, the project is developing a renderer for WebGPU, the newer graphics interface in browsers, which can fall back to WebGL 2 on devices that don't support it. In client work we use whichever gives the project the most dependable result.
Where We Use Three.js
We use 3D when it shows something a photo can't. In client projects that usually means:
Interactive Product Views
Visitors turn a product, zoom in on details and switch between colors or materials. It suits products whose shape, finish or mechanism is hard to explain in a single photo.
3D Hero Scenes
The first screen of a home page carries a 3D scene that reacts to the mouse or to scrolling. Text and buttons load first, and the brand leaves a memorable first impression.
Scroll-Driven 3D Stories
Combined with GSAP's ScrollTrigger, the camera moves around a model as the visitor scrolls, revealing parts or steps one by one. It works well for launches and products with an interesting inside.
3D Brand Elements
In brand identity projects we turn a logo or brand symbol into a 3D model in Blender. The same model then appears in ad visuals and, interactively, on the website.
Why Three.js?
Runs in the Browser
Visitors don't install anything: the scene opens in a modern browser on a phone or computer, right inside the page.
Complete Creative Control
Lighting, materials, camera movement and interaction aren't picked from a template; they're designed for your brand, and every scene is built for the story it needs to tell.
Open and Proven
The library has been developed in the open since 2010, with detailed documentation and many examples. It's free, and it reads standard formats such as glTF.
How We Work on Your Project
We start by asking what the 3D should show that a photo cannot. The scene is planned in Figma, the models are prepared or optimized in Blender and exported as glTF, and then we build the scene in code with lighting, camera moves and interaction.
Before launch we test on mid-range phones as well as desktops and measure loading with PageSpeed Insights. We make sure the scene loads only when it comes into view, that a still image appears where 3D can't run, and that “reduce motion” settings are respected.





