WebGL & Three.js Development by Alpha Expansion
GPU Graphics Engineering01Custom renderers02Shader programming03GPU data visualizationBook a call

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

Custom renderersShader programmingGPU data visualization

Start a project
01Our Approach

We write graphics code close to the GPU and measure every frame, because in WebGL the difference between smooth and unusable is engineering discipline.

02Overview

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 project
03What We Do

Capabilities, End to End

01
Shader development

Vertex and fragment shaders in GLSL or WGSL for custom materials, procedural patterns, distortion, fluid and lighting effects, written to be readable and adjustable through exposed parameters.

02
Custom render pipelines

Multi-pass rendering, render targets, deferred or forward setups and custom post-processing chains designed for one application's needs instead of a general-purpose engine's defaults.

03
Large data visualization

Point clouds, network graphs, heatmaps and geospatial layers drawn with instancing and GPU picking, so very large datasets stay interactive where SVG and canvas charts stall.

04
GPU simulation

Particle systems, cloth, fluids and other simulations computed on the graphics card with render-to-texture techniques or WebGPU compute shaders, for training tools, science and visual effects.

05
Browser 3D applications

Editors, viewers, planners and games that behave like desktop software, with scene management, undo, saving, asset streaming and integration with React or Vue interfaces.

06
Profiling and optimization

Frame capture and GPU profiling to find overdraw, shader cost and memory pressure, followed by batching, culling, level of detail and texture compression until the budget is met.

04Live In Your Browser

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 sceneInstanced field
Triangles0
Draw calls1
Frame rate0 fps
Drag to rotate
01

Shader effects

Custom materials and full-screen effects written for your exact visual target.

02

Instanced rendering

Huge numbers of objects drawn in a handful of GPU calls.

03

GPU picking

Hover and select individual points inside a dense visualization.

Point at an object in the scene
04

Frame profiling

Each frame inspected to find and remove wasted GPU work.

05What You Receive

Handed Over, Ready to Run

SCROLL
01
Production WebGL or WebGPU codebase
02
Documented shader source library
03
Custom render pipeline documentation
04
Parameter controls for visual tuning
05
Device support matrix and fallbacks
06
Frame and memory profiling report
07
Automated visual regression tests
08
Complete source repositories and access
06How It Runs

From Kickoff to Launch

01
Technical discovery
02
Prove the technique
03
Build the application
04
Harden
01
Technical discovery

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.

02
Prove the technique

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.

03
Build the application

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.

04
Harden

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.

07Technology

The Stack We Use

Graphics APIsWebGL 2WebGPUGLSLWGSLToolingSpector.jsChrome DevToolslil-guiViteTypeScriptGraphics APIsWebGL 2WebGPUGLSLWGSLToolingSpector.jsChrome DevToolslil-guiViteTypeScript
LibrariesThree.jsBabylon.jsPixiJSregldeck.glAssetsglTFKTX2Basis UniversalmeshoptimizerBlenderLibrariesThree.jsBabylon.jsPixiJSregldeck.glAssetsglTFKTX2Basis UniversalmeshoptimizerBlender
08Who It Is For

Built for Teams Like Yours

FLAGSHIP
A standard 3D library cannot deliver what you need

You have tried a chart library or a default 3D setup and hit a wall. The dataset is too large, the effect is not available as a material, or the frame rate collapses. You need engineers who can work at shader and pipeline level.

Large point cloud viewers
Network and graph visualization
Scientific and training simulations
Browser-based 3D editors
Shader-driven visual effects
Web games and playable demos
09Questions

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 call

It 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.

10Related services

Often built together

ReadytoBuildSomethingExceptional?

Every engagement starts with a scoping conversation. It is free, structured, and useful whether or not we work together.

Response within 24 hoursFree consultation & scopingNDA available on request

Premium digital product and engineering studio. We build high-performance web platforms, SaaS applications, mobile apps, and 3D experiences for high-growth companies.

Alpha Expansion is a premium digital product and engineering studio specializing in React development, Next.js development, full-stack development, mobile app development, UI/UX design, and 3D interactive experiences.

We serve industries including SaaS, FinTech, Healthcare, E-commerce, Logistics, and Real Estate.