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WebGL & Three.js Development
SHADERS,PARTICLESAND LIGHT
We engineer WebGL and WebGPU graphics for browser applications that push past what a standard 3D library offers, including custom renderers, shader effects, simulations and large-scale data visualization.
Custom renderersShader programmingGPU data visualization
Start a projectWe write graphics code close to the GPU and measure every frame, because in WebGL the difference between smooth and unusable is engineering discipline.
Graphics engineering at the GPU level
- 01Custom renderers
- 02Shader programming
- 03GPU data visualization
WebGL and its successor WebGPU are the browser interfaces to the graphics card. Working at this level means writing shaders, managing buffers and designing the render pipeline yourself. We use it for browser-based 3D applications, simulations, visualizations with very large numbers of points and visual effects that no ready-made material can produce, on desktop, mobile and headsets.
Choose this service when rendering performance or a custom visual technique is the core of the project, and a scene library alone will not get you there. Typical triggers are data too large for standard charts, a simulation that must run on the GPU, or an effect built from a single full-screen shader. Where Three.js or Babylon.js fits, we still use them and extend them.
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.
Shader effects
Custom materials and full-screen effects written for your exact visual target.
Instanced rendering
Huge numbers of objects drawn in a handful of GPU calls.
GPU picking
Hover and select individual points inside a dense visualization.
Frame profiling
Each frame inspected to find and remove wasted GPU work.
From Kickoff to Launch
We define the visual or data target, the devices and browsers to support and a frame budget. Then we choose the level to work at, from raw WebGL to a library with custom shaders.
The hardest rendering problem is built first as an isolated prototype with real data or assets. If the approach cannot hit the budget on target hardware, we find out here and change course.
We develop the renderer, shaders and interaction layer alongside the surrounding interface, with tuning controls exposed so designers and stakeholders can adjust the look in the browser during reviews.
We test across graphics drivers, browsers and device classes, handle context loss and unsupported features, capture frames to remove waste, and document the pipeline for the engineers who will own it.
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 callIt depends on your audience and what you need from the GPU. WebGL 2 runs almost everywhere and remains the safe default. WebGPU offers compute shaders and a more modern pipeline, but browser and device support is still uneven. For most projects we build on WebGL 2, or target WebGPU with a WebGL fallback when compute or advanced rendering justifies the extra work.
The Three.js service builds scenes from models, materials and lights using a library that handles rendering for you. This service is for work where the rendering itself is the challenge, such as custom pipelines, shader-heavy effects, GPU simulation and visualizations beyond what a scene graph handles well. The two overlap, and we often write custom WebGL inside a Three.js project. Scoping tells us which you need.
Usually, yes. SVG and canvas charts slow down because every mark costs processor time. With WebGL the data is uploaded to the graphics card and drawn in batches, so far larger datasets remain interactive. We also handle the parts that make it usable, such as picking, filtering, level of detail, labels and streaming updates. We test with your real data early to confirm it.
We agree on a support matrix during scoping, covering browsers, operating systems and device classes, and test against it on real hardware. Graphics drivers vary, so we avoid fragile extensions, detect capabilities at start-up and degrade features gracefully. The application also recovers from lost graphics contexts, which mobile browsers trigger under memory pressure. Devices outside the matrix receive a clear message or a simplified view.
We separate what can be tested conventionally from what cannot. Math, data transforms and state logic get ordinary unit tests. Rendering is covered by image comparison tests that render reference scenes and flag pixel differences, plus automated frame-time checks on fixed scenes to catch performance regressions. Shaders are kept small and parameterized, and every visual change is reviewed on real devices.



