Three.js: Creating 3D Graphics in the Browser
Jul 26, 2025 am 06:30 AMThree.js simplifies 3D graphics development in the browser, suitable for developers with a JavaScript foundation but no graphics background to get started quickly. 2. Its core advantage lies in encapsulating WebGL complexity, providing an easy-to-use abstraction layer, and supporting rich features such as lighting, materials, animations, and post-processing. 3. Each Three.js project is based on three components: scene, camera and renderer. It can create and render a rotating cube with a few lines of code. 4. Use MeshPhongMaterial or MeshStandardMaterial with DirectionalLight and other light sources to achieve real lighting effects. 5. The OrbitControl plug-in is introduced to enable mouse interaction to control viewing angle rotation. 6. Listen to the window resize event and update the camera scale and renderer size to ensure responsive display. 7. External models can be loaded through GLTFLoader, and it is recommended to use efficient and universal glTF format. 8. Learning suggestions include referring to official examples, paying attention to material updates and performance optimization, and paying attention to resource management to improve development efficiency and operation performance. Three.js is a powerful and easy-to-get-start 3D library for a wide range of scenarios from simple presentation to complex interactive applications.
Three.js makes it easy and intuitive to create 3D graphics in your browser. It is a WebGL-based JavaScript library that encapsulates the complexity of underlying graphics programming, allowing you to render stereoscopic scenes, lighting, animations and interactive effects in just a few lines of code. If you know how to write JavaScript, you can get started quickly even without a background in graphics.

1. Why choose Three.js?
WebGL is powerful, but using it directly requires handling a lot of underlying details: shader writing, buffer management, matrix transformation, etc. Three.js provides a clean abstraction on top of these, with major advantages including:
- Easy to get started : a rotating cube can be displayed in a few lines of code.
- Rich functions : supports geometry, materials, lighting, shadows, animations, post-processing, etc.
- Community active : a large number of tutorials, examples, and plugins (such as the control plugin
OrbitControls
). - Cross-platform compatibility : works well in modern browsers, including mobile.
2. Basic structure: scene, camera, renderer
Every Three.js project cannot be separated from these three core components:

// 1. Create a scene (container) const scene = new THREE.Scene(); // 2. Set the camera (view angle) const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.z = 5; // 3. Create a renderer (canvas) const renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); // Add a cube const geometry = new THREE.BoxGeometry(); const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 }); const cube = new THREE.Mesh(geometry, material); scene.add(cube); // Animation loop function animate() { requestAnimationFrame(animate); cube.rotation.x = 0.01; cube.rotation.y = 0.01; renderer.render(scene, camera); } animate();
This code creates a green cube and keeps it spinning continuously.
3. Common components and techniques
Add lighting and materials
MeshBasicMaterial
is not affected by light. To make the lighting work, use MeshPhongMaterial
or MeshStandardMaterial
and add the light source:

const light = new THREE.DirectionalLight(0xffffff, 1); light.position.set(1, 1, 1).normalize(); scene.add(light);
Let users interact: OrbitControls
It is very practical to drag and rotate the viewing angle through the mouse:
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'; const controls = new OrbitControls(camera, renderer.domElement);
Respond to window changes
When the browser window is zoomed, adjust the canvas size and camera scale:
window.addEventListener('resize', () => { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); });
4. Loading 3D models
Three.js supports loading external models (such as glTF, OBJ, FBX):
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; const loader = new GLTFLoader(); loader.load('model.gltf', (gltf) => { scene.add(gltf.scene); });
It is recommended to use glTF format, which is the "JPEG" of 3D content and is widely supported.
Basically that's it. Three.js has a smooth learning curve, suitable for the development of from simple graphics to complex interactive 3D applications. Not complicated, but it is easy to ignore details, such as material updates, performance optimization and resource management. See more official examples ( http://ipnx.cn/link/7aaba5f3511f56128e7130c2973e0503 .
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