Three.js is a beginner-friendly JavaScript library that simplifies 3D web graphics by abstracting complex WebGL code into manageable components. 1. It uses a scene-graph structure where the Scene holds objects, the Camera defines the view, and the Renderer draws everything to a canvas. 2. Key elements include Mesh (geometry material), and Light for visibility. 3. Animation is achieved through requestAnimationFrame for smooth updates. 4. Interactivity can be added via event listeners or OrbitControls for camera manipulation. 5. Best practices include using a CDN for setup, reusing objects in loops, handling window resize, and learning from official examples. With minimal code, such as creating a rotating cube, users can quickly start building interactive 3D experiences on the web.
If you’ve ever wanted to bring 3D graphics to the web without diving into complex WebGL code, Three.js is the perfect starting point. It’s a lightweight, open-source JavaScript library that makes it easier to create and display 3D content in the browser. For beginners, it removes much of the complexity while still offering powerful tools to build interactive 3D experiences.

Here’s what you need to know to get started with Three.js — no prior 3D experience required.
What Is Three.js?
Three.js is a JavaScript library that wraps WebGL, the low-level API for rendering 3D graphics in the browser. Instead of writing hundreds of lines of shader code, Three.js gives you high-level objects like scenes, cameras, lights, and meshes that you can manipulate with simple JavaScript.

Think of it like this:
- WebGL = building a car from scratch.
- Three.js = driving a ready-to-use car with a great dashboard.
It’s widely used for 3D websites, data visualizations, games, product previews, and even virtual reality experiences.

The Core Components of a Three.js Scene
Every Three.js project relies on a few essential elements. You’ll need all of them to render even the simplest 3D object:
- Scene – The container for all your 3D objects, lights, and cameras.
- Camera – Determines how the scene is viewed (like a virtual camera lens).
- Renderer – Draws the scene onto a canvas in your HTML page.
- Mesh – A combination of geometry (shape) and material (appearance).
- Light – Without light, most materials won’t be visible.
Here’s a minimal example to create a spinning cube:
// 1. Set up the scene, camera, and renderer const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); // 2. Create a cube const geometry = new THREE.BoxGeometry(); const material = new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true }); const cube = new THREE.Mesh(geometry, material); scene.add(cube); // 3. Position the camera camera.position.z = 5; // 4. Animation loop function animate() { requestAnimationFrame(animate); // Rotate the cube cube.rotation.x = 0.01; cube.rotation.y = 0.01; renderer.render(scene, camera); } animate();
This code sets up a basic scene with a rotating wireframe green cube. Once you get this running, you’re already in 3D territory.
Key Concepts to Understand Early
To go beyond the basics, focus on these foundational ideas:
- Coordinate System: Three.js uses a right-handed coordinate system. X = right, Y = up, Z = toward you (out of the screen).
- Geometry vs. Material:
- Geometry defines the shape (cube, sphere, custom mesh).
- Material defines how it looks (color, texture, shininess).
- Lighting Types:
MeshBasicMaterial
doesn’t react to light (good for testing).MeshLambertMaterial
andMeshPhongMaterial
do — you’ll need lights likeDirectionalLight
orPointLight
.
- Animation Loop: Use
requestAnimationFrame()
to update the scene every frame.
Making It Interactive
One of the best parts of Three.js is making scenes interactive. You can respond to mouse movement, clicks, or scroll events.
For example, to rotate the cube only when the user clicks:
let rotating = false; renderer.domElement.addEventListener('click', () => { rotating = !rotating; }); function animate() { requestAnimationFrame(animate); if (rotating) { cube.rotation.y = 0.02; } renderer.render(scene, camera); } animate();
You can also use libraries like OrbitControls to let users pan, zoom, and rotate the camera with the mouse:
const controls = new THREE.OrbitControls(camera, renderer.domElement);
Just include the OrbitControls.js
file from the examples folder in the Three.js repo.
Getting Started Tips
- Use a Boilerplate: Start with a simple HTML file that includes Three.js via CDN:
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
- Check the Examples: The official Three.js website is full of working demos you can learn from.
-
Developer Tools: Resize issues? Check your canvas size. Use
window.addEventListener('resize', ...)
to adjust renderer size and camera aspect ratio. - Performance: Avoid creating new objects in the animation loop. Reuse vectors and matrices when possible.
Three.js lowers the barrier to 3D web development in a big way. Once you understand the scene-graph structure and how objects interact, you can start building everything from animated backgrounds to full 3D games. Start small, experiment often, and don’t be afraid to break things — that’s how you learn.
Basically, with just a few lines of code, you’re already on your way to creating immersive web experiences.
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