Three.js Fundamentals
Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.
Quick Start
import * as THREE from "three";
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x111318);
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 1.5, 5);
const cube = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial({ color: 0x3a86ff }),
);
scene.add(cube);
const light = new THREE.DirectionalLight(0xffffff, 2);
light.position.set(3, 4, 5); // shines from its position toward the origin
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.4));
const timer = new THREE.Timer();
timer.connect(document); // freezes the delta while the tab is hidden
function animate() {
timer.update(); // advance the timer first thing each frame
cube.rotation.y += timer.getDelta(); // seconds since the previous frame
renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
Without a bundler, the browser loads three.js as ES modules through an import map; this is the map for the WebGLRenderer examples above:
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.186.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.0/examples/jsm/"
}
}
</script>
For WebGPURenderer work, map all four keys — three.tsl.js imports three/webgpu, so the map fails without that entry:
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.186.0/build/three.webgpu.js",
"three/webgpu": "https://cdn.jsdelivr.net/npm/three@0.186.0/build/three.webgpu.js",
"three/tsl": "https://cdn.jsdelivr.net/npm/three@0.186.0/build/three.tsl.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.0/examples/jsm/"
}
}
</script>
Scene
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x111318); // solid color
scene.fog = new THREE.Fog(0x111318, 1, 100); // linear fog: near, far
scene.fog = new THREE.FogExp2(0x111318, 0.02); // exponential fog: density (pick one)
scene.backgroundalso accepts aCubeTexture, or aTexturewhosemappingisTHREE.EquirectangularReflectionMapping; a plain unmapped texture is drawn as a flat screen-filling quad, not a skybox.scene.environmentlightsMeshStandardMaterialandMeshPhysicalMaterialon both renderers, andMeshLambertMaterialandMeshPhongMaterialon WebGLRenderer only.scene.environmentIntensityscales it —material.envMapIntensityscales onlymaterial.envMap. See threejs-loaders for HDR environments.
Cameras
PerspectiveCamera
// PerspectiveCamera(fov in degrees, aspect, near, far)
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 5, 10);
camera.lookAt(0, 0, 0); // rotates the camera to face the target
camera.fov = 60;
camera.updateProjectionMatrix(); // required after changing fov, aspect, near or far
OrthographicCamera
// OrthographicCamera(left, right, top, bottom, near, far); frustum size in world units
const aspect = window.innerWidth / window.innerHeight;
const frustumHeight = 10;
const camera = new THREE.OrthographicCamera(
(-frustumHeight * aspect) / 2,
(frustumHeight * aspect) / 2,
frustumHeight / 2,
-frustumHeight / 2,
0.1,
1000,
);
// on resize: recompute left and right from the new aspect, then call camera.updateProjectionMatrix()
ArrayCamera
// Renders the scene once per sub-camera, each into its own viewport.
// Viewport units under WebGLRenderer are drawing-buffer pixels (CSS size × pixel ratio);
// WebGPURenderer multiplies CSS pixels by the pixel ratio itself.
const width = window.innerWidth;
const height = window.innerHeight;
const dpr = renderer.getPixelRatio();
const cameras = [];
for (let i = 0; i < 4; i++) {
const subCamera = new THREE.PerspectiveCamera(75, width / height, 0.1, 100);
subCamera.viewport = new THREE.Vector4(
((i % 2) * width * dpr) / 2,
(Math.floor(i / 2) * height * dpr) / 2,
(width * dpr) / 2,
(height * dpr) / 2,
);
subCamera.position.set(-2 + (i % 2) * 4, 1.5, 6);
subCamera.lookAt(0, 0, 0);
subCamera.updateMatrixWorld(); // sub-cameras are not scene-graph children; update them when they move
cameras.push(subCamera);
}
const arrayCamera = new THREE.ArrayCamera(cameras);
arrayCamera.position.set(0, 1.5, 6); // WebGLRenderer culls every viewport with this camera's frustum (fov 50, aspect 1 by default); WebGPURenderer uses each sub-camera's frustum
renderer.render(scene, arrayCamera);
CubeCamera
const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(256);
const cubeCamera = new THREE.CubeCamera(0.1, 1000, cubeRenderTarget);
scene.add(cubeCamera);
const chrome = new THREE.Mesh(
new THREE.SphereGeometry(1, 32, 16),
new THREE.MeshStandardMaterial({ color: 0xffffff, metalness: 1, roughness: 0 }),
);
chrome.material.envMap = cubeRenderTarget.texture;
scene.add(chrome);
// every frame: hide the reflective mesh, or it is drawn into the map it samples
chrome.visible = false;
cubeCamera.position.copy(chrome.position);
cubeCamera.update(renderer, scene);
chrome.visible = true;
With WebGPURenderer, build the target with CubeRenderTarget from three/webgpu instead of WebGLCubeRenderTarget.
WebGLRenderer
const renderer = new THREE.WebGLRenderer({
canvas: document.querySelector("#canvas"), // reuse an existing canvas; omit to create one
antialias: true, // MSAA
alpha: true, // let the page background show through the canvas
stencil: true, // stencil is off by default; pass this for stencil techniques
powerPreference: "high-performance",
preserveDrawingBuffer: true, // keep the drawing buffer for readPixels / screenshots
});
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // cap the fill rate on high-DPI displays
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ACESFilmicToneMapping; // or AgXToneMapping, NeutralToneMapping; NoToneMapping is the default
renderer.toneMappingExposure = 1.0;
// renderer.outputColorSpace is SRGBColorSpace by default; leave it alone
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap; // the default, already soft; VSMShadowMap and BasicShadowMap are the alternatives
renderer.setClearColor(0x000000, 0); // clear alpha 0 keeps the alpha: true canvas transparent
renderer.render(scene, camera);
Objects
Object3D
Base class of Mesh, Group, Light and Camera.
const obj = new THREE.Object3D();
const child = new THREE.Object3D();
obj.position.set(1, 2, 3); // translation
obj.rotation.set(0, Math.PI / 4, 0); // Euler angles in radians; kept in sync with quaternion
obj.quaternion.setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI / 4); // the same rotation as a quaternion
obj.scale.set(1, 1, 1);
obj.getWorldPosition(new THREE.Vector3()); // world-space queries take a target vector to write into
obj.getWorldQuaternion(new THREE.Quaternion());
obj.getWorldDirection(new THREE.Vector3()); // the +Z axis in world space; cameras return their view direction (−Z)
obj.add(child); // reparents child; also removes it from its previous parent
obj.attach(child); // reparents and keeps child's world transform; add() keeps the local one
obj.remove(child);
obj.visible = false; // hides the whole subtree
obj.layers.enable(1); // ADD layer 1; set(1) would replace the mask and leave layer 0
obj.layers.disable(1);
obj.layers.test(camera.layers); // true when the object shares a layer with the camera
obj.traverse((descendant) => {
if (descendant.isMesh) descendant.castShadow = true; // visits obj itself, then all descendants
});
// matrix updates run automatically while matrixAutoUpdate is true (the default)
obj.matrixAutoUpdate = false;
obj.updateMatrix(); // composes obj.matrix and flags the world matrix dirty
// when writing obj.matrix directly instead, flag the world matrix yourself:
obj.matrixWorldNeedsUpdate = true;
Group and Mesh
const group = new THREE.Group(); // an Object3D that exists to hold children
const ball = new THREE.Mesh(new THREE.SphereGeometry(0.5), new THREE.MeshStandardMaterial());
group.add(ball);
group.rotation.y = Math.PI / 4; // transforms the whole subtree
scene.add(group);
const mesh = new THREE.Mesh(new THREE.BoxGeometry(1, 1, 1), new THREE.MeshStandardMaterial());
scene.add(mesh);
// one material per geometry group; BoxGeometry has six (+x, −x, +y, −y, +z, −z)
// a group whose materialIndex has no material is not drawn
const faceColors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff];
const dice = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
faceColors.map((color) => new THREE.MeshStandardMaterial({ color })),
);
mesh.castShadow = true; // this object casts shadows
mesh.receiveShadow = true; // this object shows shadows
mesh.frustumCulled = true; // default: skipped when its bounding sphere leaves the camera frustum
mesh.renderOrder = 10; // renders later within the same transparency bucket
Coordinate System
Right-handed, +Y up: +X right, +Y up, +Z toward the viewer. A camera at the origin with no rotation looks down −Z.
const axesHelper = new THREE.AxesHelper(5); // red X, green Y, blue Z; 5 = axis length
scene.add(axesHelper);
Math Utilities
Vector3
const a = new THREE.Vector3(1, 0, 0);
const b = new THREE.Vector3(0, 1, 0);
const c = a.clone(); // new vector with the same values
a.copy(b); // a becomes b
a.add(b); // in place: a = a + b
a.sub(b);
a.multiplyScalar(2);
a.divideScalar(2);
a.lerp(b, 0.5); // move halfway toward b
a.normalize(); // unit length
a.negate();
a.cross(b); // cross product, written into a (right-hand rule)
const len = a.length();
const lenSq = a.lengthSq(); // compare lengths without a square root
const dist = a.distanceTo(b);
const dot = a.dot(b); // > 0 same half-space, < 0 opposite, 0 perpendicular
const angle = a.angleTo(b); // radians
a.applyQuaternion(new THREE.Quaternion());
a.applyMatrix4(new THREE.Matrix4());
a.project(camera); // world position to normalized device coordinates
a.unproject(camera); // normalized device coordinates back to world
Matrix4, Quaternion, Euler
const m = new THREE.Matrix4();
m.identity();
m.makeTranslation(1, 2, 3);
m.makeRotationY(Math.PI / 4);
m.makeScale(2, 2, 2);
const position = new THREE.Vector3();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3(1, 1, 1);
m.compose(position, quaternion, scale); // build from transform components
m.decompose(position, quaternion, scale); // read them back
m.multiply(new THREE.Matrix4()); // m = m * other (other applied first)
m.premultiply(new THREE.Matrix4()); // m = other * m
m.invert();
m.lookAt(new THREE.Vector3(0, 0, 1), new THREE.Vector3(), new THREE.Vector3(0, 1, 0)); // eye, target, up
const q = new THREE.Quaternion();
q.setFromEuler(new THREE.Euler(0, Math.PI / 2, 0, "YXZ")); // Euler order matters, XYZ is the default
q.setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI / 4);
q.setFromRotationMatrix(m);
q.slerp(new THREE.Quaternion(), 0.5); // spherical interpolation, written into q
q.invert();
Color
const color = new THREE.Color(0xff0000); // hex number
const sky = new THREE.Color("#87ceeb"); // also color names and "rgb(255, 0, 0)"
color.setHex(0x0000ff);
color.setRGB(1, 0.5, 0); // 0–1 in the linear working color space; hex and CSS strings are sRGB
color.setRGB(1, 128 / 255, 0, THREE.SRGBColorSpace); // sRGB components, the same color as 0xff8000
color.setHSL(0.5, 1, 0.5); // hue, saturation, lightness in 0–1, also linear unless a color space is passed
color.lerp(sky, 0.5); // interpolate toward the target, written into color
color.multiplyScalar(2); // scale the components
MathUtils
const clamped = THREE.MathUtils.clamp(15, 1, 10); // 10
const mixed = THREE.MathUtils.lerp(0, 10, 0.5); // 5
const mapped = THREE.MathUtils.mapLinear(0.5, 0, 1, 0, 100); // 50
const radians = THREE.MathUtils.degToRad(90);
const degrees = THREE.MathUtils.radToDeg(Math.PI);
const random = THREE.MathUtils.randFloat(1, 10);
const eased = THREE.MathUtils.smoothstep(0.5, 0, 1); // eased 0–1 curve
Loading Manager
const manager = new THREE.LoadingManager();
manager.onStart = (url, loaded, total) => console.log(`started ${url}`);
manager.onProgress = (url, loaded, total) => console.log(`${loaded}/${total} ${url}`);
manager.onLoad = () => console.log("all items loaded");
manager.onError = (url) => console.error(`failed ${url}`);
const loader = new THREE.TextureLoader(manager); // any loader takes a manager
Cleanup
scene.remove(mesh);
// dispose geometry, materials and textures only when nothing else still uses them
mesh.geometry.dispose();
const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];
for (const material of materials) {
for (const value of Object.values(material)) {
if (value?.isTexture) value.dispose(); // material.dispose() leaves its textures alone
}
material.dispose();
}
mesh.dispose(); // frees renderer state kept for this object only
renderer.setAnimationLoop(null); // stop the loop
renderer.dispose(); // frees the renderer's GPU resources; the WebGL context stays alive
renderer.forceContextLoss(); // also release the context when the canvas is discarded
Object3D.dispose() releases per-object renderer state (WebGPURenderer bindings, WebGLRenderer instanced-mesh buffers); it does not visit children or free geometry, material or textures. To tear down a subtree, traverse it and dispose each mesh as above. A custom Object3D subclass that overrides dispose() calls super.dispose(). timer.dispose() disconnects a connected timer.
Performance
- Frustum culling tests a bounding sphere, not the bounding box:
geometry.boundingSpherefor a plain mesh, the object's ownboundingSpherefor InstancedMesh, SkinnedMesh and BatchedMesh. Both are computed once, so after editing positions callgeometry.computeBoundingSphere(), and after moving instances or bones far from where they started callobject.computeBoundingSphere(), or visible objects get culled. - Merge static geometry that shares a material into one mesh, and use
InstancedMeshfor many copies of one object (threejs-geometry). - Switch meshes by distance with
LOD; the renderer callsupdate(camera)for you each frame. - On WebGLRenderer,
renderer.info.render.callscounts the draw calls of the lastrender()call (with several passes per frame, setrenderer.info.autoReset = falseand callrenderer.info.reset()once per frame), andrenderer.info.memorythe live geometries and textures; check them after merging meshes or disposing objects.
import * as BufferGeometryUtils from "three/addons/utils/BufferGeometryUtils.js";
// inputs must carry the same set of attributes
const merged = BufferGeometryUtils.mergeGeometries([
new THREE.BoxGeometry(1, 1, 1),
new THREE.SphereGeometry(1, 32, 16),
]);
const lod = new THREE.LOD();
lod.addLevel(new THREE.Mesh(new THREE.SphereGeometry(1, 32, 16)), 0); // distance 0: full detail
lod.addLevel(new THREE.Mesh(new THREE.SphereGeometry(1, 12, 8)), 20);
lod.addLevel(new THREE.Mesh(new THREE.SphereGeometry(1, 6, 4)), 60);
scene.add(lod);
WebGPU and TSL
import * as THREE from "three/webgpu";
const renderer = new THREE.WebGPURenderer({ antialias: true });
await renderer.init(); // must complete before any other use of the renderer
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x111318); // the WebGPU canvas is transparent by default
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 1.5, 5);
const cube = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardNodeMaterial({ color: 0x3a86ff }),
);
scene.add(cube);
const light = new THREE.DirectionalLight(0xffffff, 2);
light.position.set(3, 4, 5); // shines from its position toward the origin
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.4));
const timer = new THREE.Timer();
timer.connect(document);
function animate() {
timer.update();
cube.rotation.y += timer.getDelta();
renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);
renderer.render()throws untilawait renderer.init()has completed.setAnimationLoopwould run the init too, but awaitinit()right after construction, before setup code touches the renderer: the WebGL 2 fallback replacesrenderer.backendduringinit().- WebGPURenderer falls back to WebGL 2 by itself when WebGPU is unavailable;
new THREE.WebGPURenderer({ forceWebGL: true })forces the fallback, and afterawait renderer.init(),renderer.backend.isWebGPUBackendreports which backend runs. - Node materials and TSL target WebGPURenderer (either backend). WebGLRenderer renders them only through the
WebGLNodesHandleraddon (three/addons/tsl/WebGLNodesHandler.js, passed torenderer.setNodesHandler()), a migration aid without VSM shadows, MRT, transmission or the WebGPU post-processing stack. ShaderMaterial andonBeforeCompileare WebGLRenderer-only. Custom shading starts in threejs-shaders. - Built-in materials such as
MeshStandardMaterialare converted to their node versions automatically; use the*NodeMaterialclasses when you set node slots. - There is no
renderer.capabilitiesobject here: anisotropy comes fromrenderer.getMaxAnisotropy(). - GPU readback stays asynchronous:
await renderer.getArrayBufferAsync(attribute).
Common Mistakes
renderer.shadowMap.type = THREE.PCFSoftShadowMap→renderer.shadowMap.type = THREE.PCFShadowMap: deprecated in r182; both renderers now warn and fall back to PCFShadowMap, which is already soft.const clock = new THREE.Clock()→const timer = new THREE.Timer(); timer.connect(document);: Clock is deprecated in r183 and warns on construction; calltimer.update()once per frame beforetimer.getDelta()ortimer.getElapsed().requestAnimationFrame(animate)→renderer.setAnimationLoop(animate): both renderers' docs advise it over a manual loop, WebXR frames run only through it, and on WebGPURendererrender()throws before the async init thatsetAnimationLoopperforms.subCamera.viewport = new THREE.Vector4(0, 0, 0.5, 0.5)→subCamera.viewport = new THREE.Vector4(x * dpr, y * dpr, width * dpr, height * dpr): ArrayCamera viewports are drawing-buffer pixels under WebGLRenderer (WebGPURenderer scales CSS pixels by the pixel ratio itself), so fractions draw nothing.cubeCamera.update(renderer, scene)→mesh.visible = false; cubeCamera.update(renderer, scene); mesh.visible = true;: a visible reflective mesh is rendered into the very cube map its material samples.scene.background = texture→texture.mapping = THREE.EquirectangularReflectionMapping; scene.background = texture: without an equirect or cube mapping the texture draws as a flat screen-filling quad, not a skybox.import { mergeGeometries } from "three/examples/jsm/utils/BufferGeometryUtils.js"→import * as BufferGeometryUtils from "three/addons/utils/BufferGeometryUtils.js": thethree/examples/jsm/specifier does not resolve under the standard import map, which mapsthree/addons/instead.<script src="three.min.js"></script>→<script type="module">import * as THREE from "three";</script>:build/three.jsandbuild/three.min.jswere removed in r161, so in the browser three.js loads as an ES module behind an import map.mesh.layers.set(1)→mesh.layers.enable(1):setreplaces the layer mask and takes the mesh off layer 0, where the default camera and lights live.renderer.outputEncoding = THREE.sRGBEncoding→renderer.outputColorSpace = THREE.SRGBColorSpace: the encoding API no longer exists, and the color-space property already defaults toSRGBColorSpace, so the assignment is usually unnecessary.renderer.physicallyCorrectLights = true→const bulb = new THREE.PointLight(0xffffff, 100): physically based light units are always on and thephysicallyCorrectLightsanduseLegacyLightsswitches no longer exist, so delete the line and give point and spot lights candela intensities that suit their distance (threejs-lighting).material.envMapIntensity = 0.5→scene.environmentIntensity = 0.5:envMapIntensityscales only the material's ownenvMap, notscene.environment.mesh.dispose()→mesh.dispose(); mesh.geometry.dispose(); for (const value of Object.values(mesh.material)) if (value?.isTexture) value.dispose(); mesh.material.dispose();: the object-level dispose frees only per-object renderer state, never the geometry, material or textures, and material.dispose() leaves the textures alone too.import { WebGLCubeRenderTarget } from "three/webgpu"→import { CubeRenderTarget } from "three/webgpu":three/webgpudoes not export WebGLCubeRenderTarget, which does not work with WebGPURenderer; keep it for WebGLRenderer.await renderer.renderAsync(scene, camera)→await renderer.init(); renderer.render(scene, camera): the async render methods are deprecated in r181; initialize once, then render synchronously in the loop.
See Also
threejs-geometry— creating and editing BufferGeometry, instancing, merging, bounding volumes.threejs-materials— choosing and configuring materials and their texture slots.threejs-textures— loading textures, color spaces, UV channels.threejs-lighting— light types, units, and shadow configuration.threejs-animation— the AnimationMixer and clip system for keyframed motion.threejs-interaction— raycasting, pointer events, and camera controls.threejs-loaders— glTF and other file loaders, async loading patterns.threejs-shaders— ShaderMaterial and GLSL on WebGLRenderer, TSL node materials on WebGPURenderer.threejs-postprocessing— EffectComposer passes and the WebGPU render pipeline.threejs-performance— measuring frame cost and cutting draw calls, memory and fill rate.threejs-react-three-fiber— the same scene graph written as React components.
