New voices from the first Three.js Conference share what they’re building, experimenting with, and bringing to Paris.
Breaking the Frame: Building a Real-Time Datamosh Effect with Three.js
A hands-on exploration of how Three.js, shaders, and codec-inspired techniques can turn a scene transition into a convincing real-time datamosh effect.
Bend, Aim, Fling: Turning the Eiffel Tower into a Catapult with Three.js
A playful Three.js experiment that turns the Eiffel Tower into a catapult, combining interactive physics with real-world 3D data from Cesium ion to launch yourself across Paris toward the Three.js conference.
Volatile Nexus: Tinkering with Glass, Caustics, Cubes and Sound in Three.js
A mesmerizing Three.js experiment where glass, wandering cubes, caustics, refractions, and sound come together in a fluid, interactive scene.
Goodgrowth: Boot Sequences, Spinning Discs, and the Art of the Portfolio
Discover the process behind Goodgrowth, from its console-inspired concept to the 3D, motion, sound, and technical details that bring the experience to life.
Building a Mouse-Following Square Lens Effect with Three.js and GLSL
A step-by-step tutorial on using Three.js and GLSL to create a mouse-following square lens effect with image distortion, RGB shifting, and animated shader effects.
Blender to Three.js and Back: 10 Tips for a Better Workflow
A practical collection of tips for combining AI, Blender, and Blender MCP to streamline your Three.js workflow.
Sixty Frames for the Record: A Three.js Game, Seven Fly-Throughs, and a Wall of CRTs
What building a Three.js lab around my own music taught me about the renderer.
Run Rob Run: Building a Music-Reactive Goo with Three.js and WebGPU
Exploring the techniques behind an audio-reactive 3D scene, from custom geometry deformation and music analysis to scroll-driven morphing, damping, and performance optimization.
Relighting Images with Depth Maps and Three.js
Explore how depth maps, TSL, and WebGPU can be combined to turn flat 2D images into dynamic surfaces with realistic lighting, surface detail, and self-shadowing.