◆The Mechanical Pianist
Two articulated robotic hands perform MIDI music on a piano in a real-time 3D scene.
3D art is one of the most expressive corners of Three.js. This topic collects generative art, particle systems, fluid simulations and interactive light works built with WebGL — all viewable live in the browser.
Most of these visual works were generated quickly by indie developers and artists using Astra, showing what three.js can do in creative coding and digital art. Each ships with a real screenshot and a direct link for study and remixing.
◆Two articulated robotic hands perform MIDI music on a piano in a real-time 3D scene.
◆Step into 11 painting worlds inspired by Monet, Van Gogh, Gauguin and Cézanne. Explore in 3D and compare each scene with its original artwork.
◆A free Three.js web app that maps around 35,000 live radio stations into a navigable 3D particle galaxy by genre. Press play to discover a random station, or browse 215 countries and territories. No sign-up or ads.
◆A collection of Three.js and WebGPU Gaussian-splat demonstrations covering 3D scene exploration, particle-like effects and multiple objects. The cover is a frame from the official recording showing a luminous tower-like scene.
◆Sail through a 3D recreation of Poland’s Masurian lakes, passing a town, marinas and forested shores. The author demonstrates an updated WebGPU water surface with four FFT cascades and fine ripples.
◆Cups, hands and an unsettling character create a horror atmosphere around a tense shell-game interaction.
◆A portal chamber leads into differently styled spaces, linking worlds through particles, lighting and changing environments.
◆An island demonstration shows surf advancing over shallow sand and transparent coastal water, combining FFT waves, foam, caustics, underwater rendering and buoyancy in an open-source water system.
◆A smoke volume expands in a test scene with a parameter panel, demonstrating browser-based OpenVDB explosion rendering.
◆A vehicle-level view through streets, buildings and navigation UI presents a playable Singapore city scene.
◆A spacecraft moves through a dense asteroid field, showcasing instanced rendering with InstancedMesh2.
◆An open sea and distant wind turbines form a sunset offshore-wind scene with a quiet, expansive atmosphere.
◆Sand-colored buildings, alleys and sci-fi structures form an explorable desert city with a spaceport-inspired atmosphere.
◆A configurable seascape combines a sailing ship, waves and clouds, demonstrating Water Pro with Sky Pro and underwater refraction.
◆A vehicle-customization showcase for a capybara game, whose creator is expanding vehicles, NPCs, traffic and the map for a later version.
◆Two public experiments compare technical and direct visual prompts: one explores SDF collisions, shadows and leaves; the other presents an autumn miniature town with orbit controls and cursor-driven gusts.
◆A New York digital twin built from public municipal records depicts city streets, traffic and pedestrians. Three.js is among its rendering options; the cover is an observed frame of the creator’s city demo, not a local run.
◆A 3D wedding-planning tool that combines table and seating layouts with a visual preview of garden and reception settings.
◆A browser fireworks-festival experience pairing bursts in the night sky with water reflections, emphasizing sound and lingering smoke.
◆Pink metaballs merge into organic forms, with fine surface bumps and highlights giving the objects a soft, gel-like appearance.
◆A browser driving game set in a rainy neon city, featuring drifting, multiple cars, missions, collectibles and wet-surface reflections.
◆An Evangelion-inspired music visualizer switches between orange-and-green terminal panels, spectrum bars and waveform displays.
◆A fishbowl evaluation scene centers on a transparent round vessel, water and fish, demonstrating refraction, reflections and lighting.
◆A realistic coastal scene combines rocky shores, distant sea stacks and white surf, emphasizing the layered appearance of water and shoreline foam.
◆A miniature Christmas workshop arranges workbenches, toys and elf characters under warm lighting for a cozy holiday scene.
◆An immersive storytelling site combines glowing abstract forms, a glass phoenix, scroll-driven transitions and dramatic lighting.
◆A procedural 3D hall opens through an orange portal into a lava world. The author demonstrates free-camera exploration; the live page reports a WebGL 2 requirement in this environment.
◆A forest evaluation scene combines dense trees, ground vegetation and woodland lighting to study natural scene composition and depth.
◆Water and pale fluid forms inside a transparent globe demonstrate refraction, transmission and curved glass materials.
◆Glowing particles and spatial trails form a music-visualization experiment on a dark background, combining flight-like motion with a composition interface.
◆A large-scale city environment built with Three.js and WebGPU, showcasing dense architecture, nighttime roads and environment controls.
◆An interactive sand surface for drawing textures and trails in fine golden grains. Built with Three.js and WebGPU, with mobile multitouch support described by its author.
◆A browser emulator for the conference electronic badge, previewing its screen, controls and software without reflashing hardware after every change. The page also offers badge-content configuration.
◆A light-toned island populated by distinct agent characters, with orbiting, zooming and poke interactions forming a playful space for exploring AI agents.
◆A narrative exploration game following a missing sister's notes through a rain-soaked forest, with rain and footsteps shaping its first chapter.
◆A web presentation built with R3F, Koota, Glyph and Math, combining large typography, green spatial layouts and 3D objects as a standalone interactive piece.
◆An exhibition by Lovis Odin places four historical French illustrated scenes in a 3D gallery, combining animated content with a new way to explore the pages.
◆An interactive study of color spaces including RGB, HSL, CIELAB and OKLAB, presenting their gamuts as 3D forms within a shared comparison interface.
◆A neon-lit nighttime city with layered signage, building facades and wet streets. The page supports walking, drag-to-look and zooming, with optional sound.
◆An action game with destructible terrain, rifts and weapon upgrades, featuring dinosaur riding and combat routes reshaped by destruction.
◆Fine neon particles gather and flow in response to audio, creating colorful strands and changing forms. The page offers music and scene choices, with optional user-enabled microphone input.
◆A pale humanoid character made with Blender and Three.js, pairing a mechanical neck and styled hair with a minimal backdrop to emphasize facial form and material detail.
◆Pilot a small plane through green valleys on delivery rounds, with radar navigation added to help locate successive destinations without changing aircraft.
◆A real-time sky system featuring volumetric clouds, sunset lighting and science-fiction environments, with controls for weather, time, cloud types and planetary backgrounds.
◆An astronaut in a generative garden of flowers and tendrils, exploring ink-wash and silk-like visuals with WebGPU.
◆An interactive globe mapping Spotify playlists by location to reveal their geographic distribution.
◆An interactive cloth poster combining Eiffel Tower imagery with soft folds and deformation.
◆A TSL post-processing example of volumetric cloud fog using depth reconstruction, JBU and Gaussian filtering. The official preview places a statue within the fog to show its effect on visibility and depth.
◆A Three.js sky-and-sun shader example. The official preview uses a blue sky, a hazy horizon and a reflective sphere to display the environment lighting and sky colors.
◆A WebGPU example of dynamic-topology mesh sculpting. The official thumbnail shows the reddish-brown starting sphere and its surface highlights; brush interaction could not be verified in this browser.
◆Traffic cones with reflective bands and a camera-mounted light demonstrate the Minimal Retroreflective Microfacet Model. The official preview shows bright reflective strips and floor reflections in a dark scene.
◆A demonstration of position-dependent diffuse global illumination in the Sponza scene, with WASD movement and mouse look. The official preview shows the contrast between shaded arcades, colored hanging fabrics and the bright courtyard.
◆An official example of Gaussian splat rendering with WebGPU and TSL. The preview features a detailed lion head with fur, facial contours and soft tonal shading.
◆A collaborative cinema-seat picker that gives friends a shared 3D view of the theater seating layout.
◆A walkable Paris street that bends upward into an Inception-like folding city.
◆A visual electric-field study using dense directional marks and contrasting yellow and purple colors.
◆A public demonstration mirror of seven real-time GLSL abilities, including a flame crown, tentacles, electric orbs and portals.
◆A cinematic browser experience composed of five real-time scenes, combining human figures, urban spaces and camera movement.
◆A web tab manager inspired by desktop window managers, arranging multiple browser views on a shared visual canvas.
◆A browser game about a small bird exploring a valley; the author demonstrates a giant slingshot that launches the character across the landscape.
◆An explorable cutaway of an underground silo, combining stacked interior spaces with explanatory interface panels.
◆A black hole above a nighttime residential street combines gravitational lensing of power lines with shallow-focus light bokeh.
◆A drawing experiment that combines brush strokes with a rotatable 3D viewpoint to explore perspective.
◆A web experience that combines flight selection with 3D views of Earth, clouds and sky from an airborne perspective.
◆A low-poly medieval battle scene with many fighters across open terrain and castle surroundings.
◆A PCB visualization that overlays colored field distributions on hardware geometry in a shared 3D view.
◆An endless space filled with dense cubes, mixing monochrome geometry with colored accents and mouse-controlled viewing and speed.
◆A browser airboat game set in tree-lined bayou waterways. The author demonstrates a first-person helmet-camera view and improved water reflections, lighting and surface detail; the cover is from the creator’s recording.
◆A geometric arena-survival game where players build weapons, dodge enemies and fight geometric bosses; the cover shows its gameplay interface.
◆An experiment placing interactive HTML inside a 3D scene with tilt-shift depth of field, illustrated by a miniature construction site surrounding the interface.
◆A digital-city experience built from green wireframes, text and grids, letting visitors travel among data-like streets and towering structures.
◆Mechs move and fight through a space-station-like 3D environment. The author describes the project as a 100-mech battle royale; the cover comes from the demonstration video.
◆An isometric array of red numeric displays demonstrating an LCD shader's glow, pixel structure and screen-surface appearance.
◆A 3D pottery game built around throwing, trimming, glazing and firing vessels, with shape and process controls around the wheel.
◆A butterfly’s motion is unfolded into 76 moments in 3D space, creating layered slices of time. A luminous butterfly against a dark background emphasizes the continuity of motion.
◆A looping block-illusion demonstration with multiple scene themes, shown here through stone blocks and blue recesses.
◆A Three.js tool for local, browser-based polygon reduction and texture baking, including normal and ambient-occlusion maps. The author demonstrates side-by-side comparisons of original high-poly models and reduced low-poly outputs.
◆A configurable landscape laboratory showing procedural mountains through ridges, rock surfaces and vegetation-colored regions.
◆A 3D computer-interface recreation inspired by Hackers, combining green data towers and blue grids into an explorable cyberspace.
◆A carousel turns matrices and geometric transformations into a moving amusement ride, with a VR version for observing the transformations spatially.
◆A playful design tool turns flat logos into dimensional metallic shields with dramatic lighting, demonstrated with a UPS-inspired example and adjustable parameters.
◆A collection of 3D museum artifacts that visitors can inspect and use in a date-and-location guessing game. The creator describes a Three.js renderer using scanned and Gaussian-splat assets.
◆A browser streetball game set on a nighttime court, featuring dribbling, shooting and close-contact play. Its project page also describes an added local three-point contest mode.
◆A Hokkaido travel album sits on a detailed desk among books, models and a globe. Its pages can be configured with photos, text, stickers and videos through JSON.
◆Explore an empty tiled pool environment beneath a bright daytime sky. The creator presents it as a single-file Three.js dreamcore game with code-generated textures and sound.
◆A first-person descent through high glass structures, using blue-white architecture and rapid motion to convey falling through space.
◆An underwater view of shallow water and rocks combines a shallow-water solver and wave-surface modeling to reconstruct beach swash and refraction.
◆Fly through ribbed machinery, cables and wet surfaces toward a glowing core in a biomechanical corridor that merges organic and mechanical forms.
◆Fly through an industrial corridor of metal pipes, grated floors and luminous panels, with traveling light patterns choreographed to pre-analyzed musical beats.
◆Move through a tall processional hall with reflective flooring and illuminated text and lines across its architectural surfaces, turning the song into a spatial inscription.
◆Ascend a colossal cruciform shaft toward a furnace-bright core, surrounded by orange light, metal structures and atmospheric depth.
◆Fly inside a colossal abandoned hull toward a reactor still emitting intense light, with floating objects and haze surrounding its brilliant core.
◆Survey a wound through a derelict hull from a drone’s perspective, with broken structures, floating fragments and localized lights shaping a science-fiction exploration scene.
◆Fly through the bore of a colossal coiled structure, where repeated luminous symbols, curved ribs and haze create a deep circular music environment.
◆A 3D voxel interpretation of Space Invaders stages enemy fleets above a hexagonal deck. Players fight waves and fly through upgrade gates while listening to the creator’s F/MEMORY music.
◆A wall of CRT monitors performs a record through red static, readouts and waveforms. Dragging the screen scrubs playback, while tapping panels cuts them to static.
◆A tiny green world grows under a glass cover, using room lighting, condensation and transparency to create a miniature ecological experience.
◆Run along the grooves of a vinyl record to play a miniature world into existence, combining music, character movement and changing scenery.
◆A child-friendly 3D exploration app for rotating Earth, discovering countries and traveling to the Moon, Sun and planets, with optional hand controls.
◆Depth estimation enables adjustable virtual lighting in a photograph or camera image, producing depth-aware shading and shadows within a 2D source.
◆A low-poly city exploration game built with Kenney assets, featuring walking, running and vehicle driving alongside a minimap and touch controls.
◆A real-time DDGI global-illumination experiment for Three.js, using an atrium and floating sphere with controls for probes, rays, materials and sun direction.
◆Pilot spacecraft in PvP battles among planets and stars, with thruster trails, weapon effects and an ability interface.
◆A truck travels along a snowy road at sunset in a terrain-focused driving scene.
◆A sheet of small characters explores varied expressions, forms and glossy materials, with click-to-change, drag-to-rotate and zoom interactions.
◆A browser-based shrimp aquarium with submerged wood and aquatic life in a tranquil 3D tank.
◆A dirt-bike trials demo through rocky ruins and wooden obstacles, with timing, speed readouts, restart and ghost controls.
◆A WebGPU experiment arranging rounded glass-like cards into a visual interface with reflections, refraction and distinct miniature worlds.
◆A lighting-reference tool that compares spheres and objects under different illumination conditions.
◆An off-road driving experience across mountainous terrain, grassland and roads, with a map for navigating the area.
◆A samurai combat prototype combining procedural scenery, fire effects and ragdoll reactions.
◆Glowing pipes form an organ-like 3D structure that explores light, color and spatial rhythm.
◆A sound-reactive 3D shape experiment presented as a point-based torus with visualization controls.
◆Explore a painterly night forest, listen to three spirits and repeat their melodies in a musical experience.
◆A photorealistic Magic: The Gathering card gallery with filtering by color, type, set and rules text and close-up card inspection.
◆Glossy transparent forms appear in an orange environment, highlighting reflection, transmission and material finish.
◆An interactive Zen book combines reading with torii gates, water and miniature 3D landscapes.
◆A Speedball GI remix adds GTAO, TRAA and bloom, demonstrating real-time global illumination and reduced flicker in architecture.
◆A flight-game scene set over rugged mountain valleys, emphasizing terrain scale and an airborne viewpoint.
◆A browser recreation of a classic water ring-toss toy: press the buttons to propel colored rings and drag to inspect the transparent tank.
◆A visual player transforming music-video imagery into voxel-like three-dimensional forms inside a retro television, with playback and clip-selection controls.
◆A snowboarding experience across an endless mountain, using turns, tucks and jumps to maintain speed and flow.
◆A Spider-Man-inspired open-city prototype with swinging, wall crawling, web zips, patrol missions and close-range combat.
◆A space-fleet auto-battler prototype presenting ships and combat against a planetary backdrop.
◆A multiplayer pillow-fight demo placing characters in a colourful ball pit; the author describes a pool containing 5,200 balls.
◆A Mars park scene featuring a transparent dome, tall structural elements and habitat architecture beneath a reddish sky.
◆Sky Pro's flight-mode showcase follows an aircraft through volumetric clouds and sky, demonstrating daytime, night-time and high-altitude lighting.
◆A rocket-powered monster-car driving experiment set among night-time roads and large rocks, with an exaggerated vehicle and propulsion effects.
◆A VR interaction demo combining an Euler-formula theme with a virtual grill, using virtual hands to manipulate polyhedra.
◆A volumetric-cloud experiment presenting large cloud formations and sky lighting above a grassy landscape.
◆A wildfire-spread demonstration set around a dragon and forest, showing vegetation burning and fire expanding through the scene.
◆A Doopies line-riding game using soft colours and simple tracks to create character-movement challenges.
◆A forging-themed interactive game combining flames, metal and feedback text around the rhythm of crafting actions.
◆A SaaS-themed three-dimensional board game combining a property-style board, money and a gameplay interface.
◆A spacecraft-building and launch-themed game prototype with a hangar-style interface for assembling rockets and inspecting their configuration.
◆A minimal 3D gallery presenting ballpoint-pen drawings, using frames, open space and close-up viewing to emphasize detail and texture.
◆A procedural voxel world built with Three.js and Box3D. The author describes an extensible generated world; the demonstration shows streets, buildings and a multiplayer game menu.
◆A six-player arena game using a bright isometric playfield and geometric obstacles for ricochet-based competition.
◆A scroll-driven journey through a star's life, using particles, luminous rings and cosmic scenes to convey evolution across deep time.
◆An arcade mecha combat game inspired by PlayStation-era graphics and 1990s anime, featuring enemy waves, campaign missions and boss battles.
◆An experiment presenting cartoon 3D clips through a vertical short-video interface for continuous browsing.
◆A farm-defense game viewed from above, with winding paths through fields, barns and ponds and a card-and-building interface for organizing defenses. The cover comes from public demonstration media.
◆A blocky character runs through a monochrome city and colors the environment, with a timer and fill-progress display.
◆A prototype turns flat furniture instructions into interactive 3D assembly steps, helping users inspect parts and their order of assembly. Presented by its creator at a make-a-thon, not as an official IKEA product.
◆A 3D chess game staged in a torch-lit castle hall, with army-like pieces and options to play an engine or a friend.
◆A first-person browser game about working a Montana farm by day and surviving escalating alien encounters by night, with lakes, wooded mountains and a day-night cycle.
◆A top-down action scene built around a massive insect swarm, with dense enemies, glowing attacks and a 3D urban battlefield.
◆A parameterized asset grows from a road tile into a road system and a scene, demonstrating programmable 3D assets that can be customized through arguments and used with Three.js.
◆OpenStreetMap and satellite elevation data become a 3D road world generated as you drive, with location-based exploration and multiplayer race creation. This demonstration emphasizes night lighting, streetlights and road materials.
◆An explorable procedural world of meadows, islands and lakes, with creature riding, flight and swimming.
◆A Three.js and WebGPU recreation of the Friends apartments, including the spaces of Joey, Chandler and Monica. The creator describes the scene as procedural apart from the posters.
◆An experiment arranges 3D scenery and animation from the opening text of The Lord of the Rings. Its creator explores highly customized code-generated story worlds while noting that the result remains rough.
◆Twenty magnetic sources drive particles, field lines and granular sound together in an audiovisual experiment with visible spatial behavior and adjustable parameters.
◆A standalone railway demo world combines modular tracks, stations, trains and low-poly scenery.
◆Drive a taxi through 3D city streets with timers, fares and vehicle indicators in a browser game with online multiplayer.
◆An explorable Three.js interpretation of San Francisco combines roads, buildings and street scenery.
◆Procedural architecture and warm lighting form an expansive castle space designed for a descending journey.
◆An aircraft inside a large hangar anchors a 3D website combining lighting, spatial presentation and aviation branding.
◆A 3D building appears beside a property inspector for inspecting nested object properties and editing scenes live.
◆A Predator model in a jungle demonstrates a refractive cloaking material rebuilt with Three.js, WebGPU and TSL.
◆A brand narrative combining a bright green 3D hand gesture, fluid-like backgrounds and a scroll-driven presentation.
◆A first-person combat scene featuring destructible walls that change the built environment during play.
◆A Homeworld-inspired browser RTS prototype with procedural spacecraft, planets and effects, showing fleet operations against a nebula backdrop.
◆An image-to-Three.js reconstruction showcased through a red-and-black pistol model, emphasizing details, internal structure and materials.
◆A procedurally built PlayStation One presents its casing, ports and disc in an interactive browser replica.
◆A spatial visualization of the Nürburgring Nordschleife, presenting its route and elevation as a 3D track.
◆A cutaway procedural bell tower revealing gears, floors and internal structure under warm light, with geometry generated from random seeds.
◆An interactive wavefunction visualization using adjustable parameters, color and spatial structure to explore wave behavior.
◆A browser terrain-engine showcase for Mechacraft, demonstrating real-time digging and changes to a forest landscape.
◆An interactive 3D beverage can covered in colorful stickers and labels, viewable from changing angles.
◆An audiovisual experiment pairing particle tunnels and waving surfaces with granular synthesizers and layered drone samples.
◆A miniature Viking-style ship floats inside a transparent plastic bottle, combining water, refraction and a small maritime scene.
◆A browser arcade game set over an undulating purple surface, with colorful small objects, motion trails and a score-based interface.
◆A browser spinning-top arena with varied tops on a circular stage, presented with a dark setting and luminous edges.
◆A voxel cymatics visualization mapping musical notes to resonance parameters, producing radial Chladni-like patterns on a grid.
◆An interactive luminous flower responds to pulled petals with spring-like stem and bud motion; detached petals float and rotate away.
◆A minimal fluid-visual experiment showing colored drops and dark ink inside a transparent container.
◆A surreal delivery game moving between floating islands, neon docks and bridges built from vivid geometric forms.
◆A miniature planet combining low-poly forests and mountains with reflective bodies of water.
◆A neon-grid 3D game built around shifting gravity and navigating toward glowing rings and targets.
◆A visual deduction challenge featuring expressive 3D masks arranged in gold frames.
◆A small school of fish explores a dark underwater world of plants, rocks and silhouettes.
◆A WebGPU interior demo uses a furnished kitchen and adjustable sunlight to showcase real-time lighting, shadows and indirect illumination.
◆A web tool for inspecting OpenUSD stages combines scene hierarchy, composition access and Three.js rendering in one interface.
◆A browser avatar experiment combines a 3D face with speech input, speech output and lip synchronization using a creator-described local-model pipeline.
◆Diffusion-limited aggregation generates coral-like branching structures with a parameter panel for exploring growth forms.
◆A space-combat interface combines planets, spacecraft instruments and radar, showcasing navigation and debris-recovery gameplay.
◆A brick-styled driving exploration traverses layered terrain and colorful trees while locating and activating towers.
◆Glowing pixels and trails form a moving portrait in a WebGPU demonstration of motion tracking and data-stream-style rendering.
◆A 3D bullet-hell game stages a giant Buddha encounter, with sound-source collection and boss combat.
◆A city game about moving a circular hole through streets to swallow pedestrians and objects and advance through objectives.
◆Underwater domes, paths and structures form an explorable marine park, with a piloted submarine in the author's update.
◆A calming cinematic web landscape combines mist and rolling grassland through layered depth and subdued colors.
◆Letters and geometric fragments scatter through space, then gather into words as the user types.
◆Drawn curves become reflective metallic forms in a browser creator exploring Y2K and cybersigil-inspired 3D shapes. The author provides a Three.js/WebGPU tool and its open-source repository.
◆A playable showcase grows out of a parameterized tree generator, with tree characters moving around a grassy lakeside and performing walking, jumping and combat actions. The creator also provides open-source Three.js tree-generation and animation tools.
◆Railway bridges and buildings emerge through violet-blue fog in a short, dreamlike WebGL experience. Lightweight fog effects, outlines and transitions create its layered atmosphere.
◆A bright open-plan kitchen and living space combines wood, stone and large glass surfaces.
◆Match data becomes a two-colored undulating surface, creating a 3D portrait of each football game.
◆An editable view of simple 3D shapes sits beside an AI-enriched model, demonstrating an interactive sculpting workflow from basic forms to detailed results. The publisher describes exports for games and 3D printing.
◆A first-person exploration of empty interiors formed by repeating wallpaper, fluorescent ceiling lights and maze-like corridors.
◆An interactive smartwatch model presents dial and structural details with a 3D exploded-view interface.
◆Rotate scattered colored blocks in a dark 3D space until they align into a hidden symbol, then hold the correct viewpoint to complete synchronization.
◆Drive an angular electric pickup across procedural hills and forests, drifting around obstacles and collecting golden rings to replenish its battery and extend the run.
◆A browser-based 3D construction sandbox for assembling bricks, trees and buildings, editing parts, saving projects and exporting GLB models, with a beta WebXR mode.
◆A Three.js and WebGL color-sorting game where the top ball moves to an empty tube or a matching color, gradually organizing each tube.
◆Portal mechanics meet yellow-walled, fluorescent-lit Backrooms spaces in a first-person experiment with a portal device. Built by its creator with Pixelfork and Three.js.
◆Tiny numeric textures form a luminous clock, animated with TSL as the time changes.
◆Editable MSDF text is demonstrated against a forest environment, showcasing a text component built for React Three Fiber and WebGPU. The cover retains the actual example interface rather than a standalone release card.
◆A character moves among simple blocks and platforms, combining LittleJS game systems with Three.js rendering.
◆An isometric room presents furniture, decor and lighting for exploring interior-design ideas.
◆A TSL height-field ray-marching demo that creates apparent relief on flat geometry and clips wall, column and pipe silhouettes through alpha testing.
◆A pale faceted solid deforms with interaction in a WebGPU and TSL mesh-deformation experiment.
◆An interactive camera explainer visualizes a Three.js viewing frustum and objects in the scene.
◆A browser-based polygon-modeling tool demonstrating an optimized knife tool for cutting and editing complex meshes.
◆Blocky forests and terrain form an explorable world with resource gathering and inventory controls.
◆A yellow submarine travels among underwater plants and rocks with exploration instruments.
◆Two colored block snakes move across a grid in a 3D snake-game prototype.
◆A sailing ship travels among islands and other vessels with a nautical navigation interface.
◆A mech moves and fights between column-like obstacles in a top-down arena prototype.
◆A jet tracks airborne targets among clouds with flight instruments and combat controls.
◆A character avoids obstacles and collects items along a long track in a basic 3D runner.
◆A drone flies over simplified city buildings while following delivery mission prompts.
◆A road and defensive structures in front of a castle form a low-poly defense scene.
◆A first-person bow targets objects in a forest scene with aiming, firing and hit feedback.
◆A virtual browser sand timer visualizes passing time with a 3D hourglass and flowing grains.
◆An exaggerated 3D action game about surviving corporate apologies. Dodge flying office equipment and angry comments, perform the required bows and dogeza moves, and build sincerity to satisfy the boss.
◆The redesigned homunculus website pairs a monochrome face visual with a restrained creative-company layout.
◆A generative 3D study forms collective geometric structures from multiple moving trajectories.
◆An app-less browser AR showcase presents Japanese glass craftsmanship using refraction, dispersion and caustics.
◆An open-source procedural spider demonstrates multi-legged walking and movement along surfaces and walls.
◆An example that computes a separate skeletal pose for each instance and reuses it across render passes. Repeated characters appear in different poses, demonstrating individuality within an animated crowd.
◆Screen-space reflections with spatiotemporal denoising in a low-poly dungeon. The example demonstrates cleaner, more stable reflected detail, with denoising by 0beqz and the scene by Warkarma.
◆A loft-geometry example creates surfaces from successive cross-sections and textures them procedurally with TSL. Vases, cups and abstract forms on display illustrate the shapes produced by different section combinations.
◆The r185 compute-rasterization example with image-based lighting presents rows of reflective sci-fi helmets. It uses the Battle Damaged Sci-fi Helmet by theblueturtle_; the cover comes from the official historical version.
◆The r185 GPU-driven compute-rasterization example renders a vast field of colored teapots. Its cover is the exact screenshot preserved in the official versioned repository, not a current live-render capture.
◆Custom height fog built with TSL pools in a procedural alpine valley. Dense instanced trees, mountain peaks and low-lying haze create a layered forest landscape.
◆An official Forward+ clustered-lighting example. Large arrays of colored point lights illuminate repeated 3D objects, revealing color distribution and shading in a many-light scene.
◆An official procedural generator for a Neo-Gothic terracotta skyscraper. Repeated windows, floors and facade details form a complete high-rise building, illustrating parameterized architectural geometry.
◆An underwater scene pairs a school of small fish with a pursuing eel, exploring interacting motion behaviors.
◆A miniature 3D mapping application uses Esri, OpenTopography and OpenStreetMap data to present geographic scenes.
◆An experiment converting Gaussian avatars into mesh proxies produces fragmented, clay-like facial forms presented in a gallery.
◆A stylized nature scene built with React Three Fiber, WebGPU and TSL. Instanced grass and tree canopies share a directional wind system, combining traveling gusts, breeze and tip flutter with adjustable colors and wind settings.
◆A step-by-step visualization that unwraps a spherical Earth into a plane, illustrating the geometric change between a globe and a map.
◆A cyber-styled scene combining digital rain, luminous grids and a human form, layering multiple Three.js and TSL effects.
◆A browser tool turning SVG graphics into adjustable 3D glass, with material, color and lighting controls.
◆A browser-based multiplayer dogfighting game with a radar-display aesthetic. Cyan point-sprite terrain and contour lines contrast with an orange cockpit HUD, while fog, bloom and CRT-style processing shape its instrument-like view. Radar pulses animate the terrain particles.
◆An interactive scanner-device concept combining a 3D apparatus, an anatomical figure and control panels.
◆A playful hover gallery of Nauts portraits. MediaPipe facial landmarks drive real-time mesh deformation, stretching facial features as visitors interact.
◆Explore AI-generated historical-imagining panoramas and use a map and timeline to guess the place and year; these are not documentary historical images.
◆A cozy adventure across a tiny spherical world, with sailing and exploration beneath bright skies and auroras.
◆A multiplayer action game about swinging between towers, smashing structures, and competing over the value of the damage caused.
◆Cultivate digital bonsai in a quiet Japanese garden framed by cherry blossoms and torii gates.
◆A co-op action game in a line-drawn desert world: catch wandering spirits, feed the shrine, and fight successive enemy waves.
◆Guide a small beetle upward along giant vines and floating leaves, challenging height and run time across platforms above the water.
◆Become a mail carrier on a tiny planet and deliver letters to its residents. Stylized streets, winding roads and on-foot exploration create a gentle delivery adventure. Abeto’s earlier project was shared again by @threejs in June 2026.
◆Purple cubes flip and assemble along a 3D path in a recreation of the GameCube startup animation.
◆A Three.js procedural terrain tool for generating tiles, exploring an infinite world and transforming terrain into a planet. Tiles and planets can be exported as GLB files. The cover shows a fully formed globe with oceans and detailed landforms.
◆A client-side GLTF/GLB optimizer exporting GPU-compressed KTX2 textures. The demo previews a red vehicle asset while comparing original and compressed settings.
◆A luminous bar field visualizing procedural sound and spectrum waves, turning audio variation into colorful 3D structure.
◆An interactive WebGL fractal sculpture with adjustable shape and material parameters. The source demo shows a porous purple form alongside its live controls.
◆An Ecco the Dolphin-inspired underwater adventure lets a dolphin swim among seabed rocks, aquatic plants and fish, with exploration progress and status indicators. Its creator combines Three.js with generative asset tools.
◆A GunBound-inspired browser artillery game combines cartoon characters, floating islands and destructible terrain. Its creator uses Three.js rendering and describes wind, multiple vehicles and online multiplayer.
◆An open-city browser sandbox with walking, driving, flying, police pursuits and real-time multiplayer.
◆Layered peaks, forest and clouds form an explorable procedural landscape with a public demo and source repository.
◆A dark 3D map visualizes London's transport network using live train, bus, boat and aircraft data described by the creator.
◆Colored ribbon-like forms bend and follow motion against a soft gradient, exploring playful WebGPU and TSL interaction.
◆Reconstructed indoor surfaces and objects demonstrate a research workflow that turns multiple photographs into 3D meshes.
◆A third-person character flies above a waterfall and canyon, with a following camera and speed effects emphasizing movement through space. The creator explores Superman-like flight in a Three.js prototype with a World Labs environment.
◆A Titanic-themed Three.js sailing game puts the player on an iceberg-filled sea beneath a starry sky, adjusting speed and direction to avoid collisions. Its creator offers cinematic and gameplay views and describes missions and rewards.
◆A blue-robed wizard casts spells in grassy terrain, interacting with chickens and enemies through ability and status controls.
◆A first-person weapon moves through an orange-and-white arena with health, ammunition and match-status HUD elements.
◆Black, red and blue inks blend over a paper-like background, with color controls for fluid painting.
◆A classic interactive WebGL music experience combines explorable 3D worlds with musical storytelling, reshared by its creator.
◆A horror-themed visual experiment combines eyeball-like forms, dark surroundings and post-processing around the idea of being watched.
◆A website with 3D sculpture and interior furnishings explores a spatial light/dark-mode transition through lighting changes.
◆A browser game created for the Swedish community of Bro presents its local theme through an interactive experience.
◆A first-person sci-fi game featuring a weapon-equipped player moving through geometric facilities and interacting with wall terminals.
◆Ten instanced-mesh groups animate roughly 4,000 swords into large formations and flowing trajectories.
◆Glowing orbs form patterns in a crop field, with aerial and first-person views plus controls for formations and atmosphere.
◆A display experiment arranges vertical tensile elements into a dynamic image-forming structure rather than a conventional screen.
◆Glowing cubes and thread-like structures form a dynamic geometric composition that playfully visualizes AI thinking.
◆A colorful particle explosion built with GPUComputationRenderer, custom depth shaders and post-processing, surrounding a central text mark.
◆A parameter-driven 3D maze terrain generator, presenting walls, corridors and overall spatial structure from an overhead view.
◆A dark particle visual built with Three.js TSL, where many small points form flowing spatial textures.
◆A Three.js light-baking experiment using stochastic depth buffers and rasterization, demonstrated with a red-and-green box scene showing indirect illumination and color bleeding.
◆A desktop-oriented Three.js game prototype featuring neon-lit 3D arenas and shader effects, with multiplayer lobbies offered by its creator.
◆A brand experience built around a dark 3D arcade, textiles and lighting, presenting themes of fabric and interior design.
◆A Three.js and TSL experiment constructing a deep geometric space from black-and-white cubes, emphasizing light, occlusion and receding perspective.
◆An overhead 3D room demonstrates placement and rendering of many randomly selected surface decals.
◆A Three.js shader recreation of a mathematical orbit composition, with luminous points arranged along concentric circles into rhythmic motion patterns.
◆A TSL compute-node experiment driving large numbers of colorful ribbons, updating their leading positions on the GPU to create dense curling trajectories.
◆A block character and pixelated trees form a 3D diorama, with the creator showing several Minecraft-inspired environments.
◆An agency website centered on a human figure with a monitor for a head, combining a 3D character with minimal typography.
◆Forty concerts become notes on a score that rotates into a map of Europe and supports data sonification.
◆Many luminous tentacles move in clusters through dark space, combining flocking behavior with bloom.
◆A model, structure list and dialogue panel support generation and inspection of 3D geometry with moving parts.
◆Cereal boxes become buildings in a miniature forest retreat, surrounded by plants, breakfast props and adjustable lighting.
◆Virtual hands shape spinning clay by combining real hand tracking with real-time deformation.
◆Dense grass bends in a wind field, with controls for wind, density, color and meadow shape.
◆An image is divided into small boxes that flip outward from a click point to reveal another image.
◆A tropical island is surrounded by moving water and white surf, with controls for ocean and shoreline effects.
◆A white airliner model presents wings, fuselage and engines in a browser, built from primitive geometry by the creator.
◆White miniature facilities accompany a scrolling narrative that visualizes industrial-outage staffing workflows.
◆A Three.js browser port of Quake presents low-poly dungeon interiors, first-person weapons and the original-style interface.
◆A Three.js port of Descent shows a spacecraft cockpit navigating three-dimensional corridors, with instruments and laser combat effects.
◆A browser recreation of Doom presents first-person scenes, pixel textures and the classic status bar in a Three.js port.
◆Black-and-white moiré patterns and curved forms appear in retro Amiga-style windows, combining optical art with a desktop interface.
◆MRT routes and public-art information form an interactive map for browsing stations and artworks through different layouts.
◆A pixel-art character stands in a small 3D scene with a lantern, trees and a noticeboard, using post-processing for glow and depth.
◆An orange-and-black slide-based site combines dimensional logos, stickers and animated typography; the author screenshot shows its visual tuning process.
◆An immersive letter-writing site combines vintage typography, stamp selection and delicate transitions for a more personal digital-letter experience.
◆An underwater scene combines coral, anemones, caustic lighting, plankton and an integrated web interface.
◆A terrain-generation tool adds a contour view for inspecting landscape height and shape.
◆A narrative web experience inspired by a real apothecary guides exploration through glowing orbs, portals and interactive tasks.
◆Blue-violet glowing edges define a faceted crystal against a gradient background.
◆Interior mapping adds apparent room depth behind windows, with curtains, blinds and glass surface details.
◆Numerous fine paths intertwine into a spherical structure, with controls for exploring their spatial arrangement.
◆Bright curves weave inside a translucent oval envelope, forming a layered abstract sculpture.
◆Colorful particles form swirls and clusters in a noise-driven flocking experiment.
◆White particles gather between glowing rings to form a shifting holographic shape.
◆A cozy 3D room organizes a desk, plants, books and a calendar into an explorable interface for a prototype about learning attachment styles.
◆A globe and circular time interface visualize continental movement, with an additional 2D map mode.
◆A gridded surface bends around several mass points, using an adjustable 3D scene to illustrate the relationship between mass and spatial curvature.
◆A warm autumn tree anchors a scroll-based landing page, combining tree and character models with Three.js and GSAP animation.
◆Holographic tower markers and long trajectories overlay a mountainous terrain, creating a science-fiction tactical map. The cover is a fully rendered frame from the author’s video.
◆An evolving interactive game built together by the Google I/O 2026 audience using Gemini. Its official artwork presents a playful cloud-filled world populated by colorful toy-like characters.
◆Octopus-like structures made of metallic particles extend their tentacles through space, combining trails and lighting in a TSL, WebGPU and instanced-mesh experiment.
◆A 3D map presents Spain’s wind, solar, hydro and nuclear generation sites, with category controls and over 5,700 facilities reported by the author.
◆A translucent notification card refracts its patterned backdrop, demonstrating liquid-glass effects for HTML content, including shape changes, dispersion and dynamic reflections.
◆A luminous accretion disk bends around a black hole in a Three.js visual experiment with camera and parameter controls. The cover avoids the initialization screen.
◆An aircraft sits between a runway and procedural mountains with flight controls and tuning panels. The author generates the landscape from a single seed and describes the project as an early prototype.
◆A dark landing page uses a 3D device and colorful flowing trails to visualize data movement. The source identifies Svelte, Three.js and Vercel as its stack.
◆Several test models show raised-looking procedural wood grain, using a wood-grain function in TSL normalNode to add apparent surface depth.
◆Numerous curves and fine tubes flow around a central form, with blue-white and violet gradients emphasizing direction and layers in a parameterized WebGPU experiment.
◆A cinematic camera drifts continuously among procedurally generated towers, gridded streets and green plazas, creating a city screensaver. Maks Surguy made the experiment with Three.js and assistance from Claude and Codex.
◆Place straight and curved track tiles on a 3D grid to connect stations and guide a train around obstacles while collecting coins.
◆A low-poly train travels through a railway town of castles, village houses and trees, with driving, whistle and map controls.
◆A classical sculptural bust is presented with web controls in an exploration of depth-assisted 3D facial reconstruction.
◆An interactive storybook experiment combines a 3D book, luminous objects and characters, using Three.js, WebGPU and TSL to explore lighting and page-based storytelling.
◆A dot grid represents life in weeks, months or years, using light and layout to distinguish elapsed and future time.
◆Players launch and smash among towers and geometric platforms, using action to trigger procedural music.
◆A flat material appears deeply textured like uneven stone, with controls for parallax and surface detail.
◆A 3D website concept inspired by Dubai’s fog season presents the Burj Khalifa rising through clouds, combining architectural modeling and scroll-based visual storytelling.
◆Glowing nodes connect through thin lines into a radiating structure with spider-like abstract motion.
◆A voxel-style Three.js Musou action game stages crowd battles among garden paths, bridges and gates. The updated version adds campaign routes, a minimap, base progression and charge attacks, with a playable online build provided by its creator.
◆Colored particles flow around a spherical structure, demonstrating fluid solving, particle displacement and post-processing.
◆A server rack can be inspected in layers, with navigation and guided tours explaining hardware and internal components.
◆A 3D action-game showcase follows a blue character through red-lit industrial corridors, emphasizing character motion and close-range combat scenes.
◆A real-time 3D visual instrument combining geometric scenes, clip switching, and musical timing, controlled from touchscreens or MIDI devices.
◆Pilot a UFO over a dense crowd and lift people with its beam, combining playful interaction with large-scale instanced rendering.
◆Animated colored text blocks illustrate changes in paragraph line breaking, with controls for initial and target layouts and colors.
◆Donut-shaped procedural spangles cover a horse sculpture, giving its surface a dense, sparkling metallic appearance.
◆Country elevation data becomes a field of 3D blocks, using height and color to reveal terrain while allowing country selection.
◆A toy train crosses a tiled map as players lay track and collect wagons in a railway take on Snake.
◆The linked author repository credits GPT-6 Astra for this one-shot game…
◆The author asked Astra to compose the melody and build the pianist. Fin…
◆Astra wrote the scene and custom shaders. The creator reports a five-ho…
◆The creator attributes the scene to Astra Max and provides a hosted ver…
◆The retrieved page credits GPT-6 Astra for code, form and interaction, …
◆An interactive particle-art sandbox: morph 48,000 points of light between flowers, gravity rings and galaxies, disturb the sculpture and export moments as posters.
◆Drag furniture from the library to decorate three homes freely, tweak materials and lighting, then walk through your design in first person; supports local saves and importing your own GLB models.
◆A WebGL pioneer's shader-art site — GPU particles and light experiments that influenced a generation.
◆Steven Wittens' site rendering the beauty of mathematics with WebGL.
◆A Little Workshop audiovisual piece that breathes and flows through abstract 3D nature.
◆The Getty Museum rebuilt ancient Persepolis in Three.js — walk through a 2,500-year-old city in your browser.
◆A neon cyberpunk city you can fly through — atmospheric night-scape from a soaring view.
◆Noomo Agency's audio-visual experience generating pulsing 3D graphics to the beat.
◆A drifting starscape of planets adrift in a glowing nebula, opening into a vast cosmic vista.
◆A seamless nine-order-of-magnitude zoom from cosmic-web filaments to galaxies, with a solar system hidden in the spiral arm (VR-ready).
◆From the Moon and Earth up to UY Scuti and Stephenson 2-18: planets and stars lined up at true radii to reveal cosmic scale.
◆The solar system laid out at true AU scale inside the nearby stars of the HYG catalog, with free flight and per-planet facts.
◆A procedurally shaded Earth written in three.js TSL: day/night terminator, drifting clouds and atmospheric rim scattering.
◆A nebula particle galaxy computed with TSL: particles distributed procedurally into spiral arms, dust lanes and a glowing core.
◆A photorealistic raspberry against a black background, with detailed drupelet surfaces, fine hairs and lighting.
◆Explore a reef aquarium with tropical fish, underwater lighting and swimming animations. Drag to orbit and scroll to zoom.
◆Swipe across a field of sequins to flip them and watch metallic highlights shift, with an image mode for exploring sequin pictures.
◆Paddle through a procedural Norwegian fjord.
◆Explore a miniature tropical coastline inside a glass terrarium.
◆Explore a flooded commuter train transformed into a garden.
◆Explore a Gothic library of books, candles and wooden shelves.
◆Explore indirect lighting and soft shadows in a light-baking demo.
◆Watch a sunrise through an aircraft window.
◆Explore a low-poly Japanese seaside at sunset.
◆Enter three-dimensional worlds inspired by Monet paintings.
◆Watch aircraft and smoke trails weave through clouds.
◆Experience a browser port of the Delight graphics demo.
◆Explore pastel liquid-like surfaces and embossed typography.
◆Travel through a colorful water-slide visual experiment.
◆Explore a glass-box landscape with interactive clouds and weather.
◆Walk along a beach and watch waves erase footprints.
◆Explore sketch materials, outlines and hatching styles.
◆Travel among celestial bodies in a solar-system experience.
◆Create ripples and feed swans in a painterly pond.
◆Watch a code-generated first-person horror sequence.
◆Create music and explore its spatial WebXR visualization.
◆Find navigation words hidden in a dense field of letters.
◆Compare five visual styles in a procedural countryside scene.
◆Shake and inspect a painterly fruit-jelly cup.
◆Explore a real-time coastal landscape inspired by North Stradbroke Island.
◆Wander through a quiet meadow at dusk.
◆Watch a castle expand into a vast field of repeated structures.
◆Explore a quiet woodland pond with a cabin and fishing boat.
◆Explore a colorful island of palms, bridges and boats.
◆Paddle through mangroves under changing light.
◆Explore sunlit trees, streams and floating rocks.
◆Inspect loops and fine fibers in a knitted surface.
◆Explore indirect illumination and reflections in a WebGPU experiment.
◆Explore ray-marched materials and translucent shapes.
◆Explore reflections and soft shadows in a WebGL lighting experiment.
◆Watch an abstract graphics demo ported to the browser.
◆Explore painterly variations of trefoil and torus knots.
◆Explore golden knots and repeated reflections in a mirrored space.