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Three.js Development Services
REAL-TIME3D THATRUNS INTHE BROWSER
We build Three.js and React Three Fiber scenes for product configurators, virtual showrooms and 3D data views, engineered to hold a steady frame rate on phones as well as desktops.
Every Three.js scene we ship has a frame budget, an optimized asset pipeline and a component structure your React team can maintain.
Real-time 3D that runs on real devices
- 013D product configurators
- 02Optimized 3D assets
- 03Custom shaders
Three.js is a mature open-source library for 3D in the browser, and React Three Fiber lets us build with it as components inside a React application. We use them to create product configurators, showrooms, 3D heroes and data views, covering model preparation, materials and lighting, interaction, physics, post-processing and the interface around the canvas.
Choose Three.js when the experience is built from models, materials, cameras and lights, which describes most configurators and showrooms. Its scene graph, loaders and physically based materials save effort that raw WebGL would spend on plumbing. We go lower level only when a project needs a custom renderer or an unusually small bundle, and we tell you which case applies before work starts.
Talk to us about your projectCapabilities, End to End
A Real Scene, Rendered Right Now
This is not a video. Your graphics card is drawing the scene as you read, and the controls below change it.
Live configuration
Colors, materials and parts change instantly as the customer chooses options.
Compressed assets
Models and textures optimized so the first view appears without a long wait.
Quality tiers
Detail and effects scale down automatically on less capable devices.
Guided cameras
Camera moves that frame each feature, with free orbit when wanted.
From Kickoff to Launch
We agree on what the user must see and do, review your models or CAD data, set target devices and a frame budget, and build a rough technical prototype to prove the riskiest part.
Models are retopologized where needed, unwrapped, textured and exported to glTF with compression. We check each asset in the scene for scale, material accuracy and file size before it is accepted.
We build the scene, cameras, interaction and interface in React Three Fiber, then tune materials, lighting and effects. You review working builds on a preview link throughout, on your own devices.
We profile on real phones and laptops, cut draw calls and memory use, add quality tiers and a fallback for unsupported devices, then integrate the scene into your site or application.
Built for Teams Like Yours
What buyers ask before they start
If yours is not here, ask us directly. The first conversation is free and useful whether or not we work together.
Book a callUse Three.js when your scene is made of models, materials, lights and cameras. It handles loaders, the scene graph and physically based rendering, so effort goes into your product instead of infrastructure. Raw WebGL or WebGPU makes sense for a custom rendering pipeline, heavy GPU computation or a very small standalone effect. Many projects mix both, with custom shaders inside a Three.js scene.
If your site or application is already built with React, React Three Fiber is usually the better fit. The scene becomes components that share state with the rest of the interface, which simplifies configurators and anything driven by application data. Plain Three.js suits non-React stacks, embeddable widgets and cases where you want no framework dependency. Rendering performance is comparable when either is written carefully.
Yes. CAD exports are usually far too heavy for the browser, so we convert and simplify them, rebuild the topology where needed, and create materials and textures suited to real-time rendering. Models made for offline renders or games need less work but still get optimized and compressed. If you have no models, we can produce them from reference photos, drawings or product specifications.
We set a frame budget and target devices at the start and profile against them throughout. The main techniques are compressed geometry and textures, fewer draw calls through instancing and merged meshes, level of detail, capped pixel ratio and rendering only when something changes. The scene detects device capability and selects a quality tier, and very old devices get a static fallback image.
That is the intent. The code is typed, organized into components and documented, including how to add a product variant, swap a model or adjust a material without touching the renderer. You receive the repository, the asset pipeline scripts and the source model files. We walk your developers through the codebase at hand-over and remain available for new features if you want us.




