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3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D...
---
name: 3d-graphics-e78bda2d5475
description: "3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators."
license: MIT
version: 1.0.0
---
# Three.js Development
Build high-performance 3D web applications using Three.js - a cross-browser WebGL/WebGPU library.
## When to Use This Skill
Use when working with:
- 3D scenes, models, animations, or visualizations
- WebGL/WebGPU rendering and graphics programming
- Interactive 3D experiences (games, configurators, data viz)
- Camera controls, lighting, materials, or shaders
- Loading 3D assets (GLTF, FBX, OBJ) or textures
- Post-processing effects (bloom, depth of field, SSAO)
- Physics simulations, VR/XR experiences, or spatial audio
- Performance optimization (instancing, LOD, frustum culling)
## Progressive Learning Path
### Level 1: Getting Started
Load `references/01-getting-started.md` - Scene setup, basic geometries, materials, lights, rendering loop
### Level 2: Common Tasks
- **Asset Loading**: `references/02-loaders.md` - GLTF, FBX, OBJ, texture loaders
- **Textures**: `references/03-textures.md` - Types, mapping, wrapping, filtering
- **Cameras**: `references/04-cameras.md` - Perspective, orthographic, controls
- **Lights**: `references/05-lights.md` - Types, shadows, helpers
- **Animations**: `references/06-animations.md` - Clips, mixer, keyframes
- **Math**: `references/07-math.md` - Vectors, matrices, quaternions, curves
### Level 3: Interactive & Effects
- **Interaction**: `references/08-interaction.md` - Raycasting, picking, transforms
- **Post-Processing**: `references/09-postprocessing.md` - Passes, bloom, SSAO, SSR
- **Controls (Addons)**: `references/10-controls.md` - Orbit, transform, first-person
### Level 4: Advanced Rendering
- **Materials Advanced**: `references/11-materials-advanced.md` - PBR, custom shaders
- **Performance**: `references/12-performance.md` - Instancing, LOD, batching, culling
- **Node Materials (TSL)**: `references/13-node-materials.md` - Shader graphs, compute
### Level 5: Specialized
- **Physics**: `references/14-physics-vr.md` - Ammo, Rapier, Jolt, VR/XR
- **Advanced Loaders**: `references/15-specialized-loaders.md` - SVG, VRML, domain-specific
- **WebGPU**: `references/16-webgpu.md` - Modern backend, compute shaders
## Quick Start Pattern
```javascript
// 1. Scene, Camera, 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. Add Objects
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// 3. Add Lights
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5, 5, 5);
scene.add(light);
scene.add(new THREE.AmbientLight(0x404040));
// 4. Animation Loop
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
```
## External Resources
- Official Docs: https://threejs.org/docs/
- Examples: https://threejs.org/examples/
- Editor: https://threejs.org/editor/
- Discord: https://discord.gg/56GBJwAnUS
---
name: 3d-graphics-e78bda2d5475
description: "3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators."
license: MIT
version: 1.0.0
---
# Three.js Development
Build high-performance 3D web applications using Three.js - a cross-browser WebGL/WebGPU library.
## When to Use This Skill
Use when working with:
- 3D scenes, models, animations, or visualizations
- WebGL/WebGPU rendering and graphics programming
- Interactive 3D experiences (games, configurators, data viz)
- Camera controls, lighting, materials, or shaders
- Loading 3D assets (GLTF, FBX, OBJ) or textures
- Post-processing effects (bloom, depth of field, SSAO)
- Physics simulations, VR/XR experiences, or spatial audio
- Performance optimization (instancing, LOD, frustum culling)
## Progressive Learning Path
### Level 1: Getting Started
Load `references/01-getting-started.md` - Scene setup, basic geometries, materials, lights, rendering loop
### Level 2: Common Tasks
- **Asset Loading**: `references/02-loaders.md` - GLTF, FBX, OBJ, texture loaders
- **Textures**: `references/03-textures.md` - Types, mapping, wrapping, filtering
- **Cameras**: `references/04-cameras.md` - Perspective, orthographic, controls
- **Lights**: `references/05-lights.md` - Types, shadows, helpers
- **Animations**: `references/06-animations.md` - Clips, mixer, keyframes
- **Math**: `references/07-math.md` - Vectors, matrices, quaternions, curves
### Level 3: Interactive & Effects
- **Interaction**: `references/08-interaction.md` - Raycasting, picking, transforms
- **Post-Processing**: `references/09-postprocessing.md` - Passes, bloom, SSAO, SSR
- **Controls (Addons)**: `references/10-controls.md` - Orbit, transform, first-person
### Level 4: Advanced Rendering
- **Materials Advanced**: `references/11-materials-advanced.md` - PBR, custom shaders
- **Performance**: `references/12-performance.md` - Instancing, LOD, batching, culling
- **Node Materials (TSL)**: `references/13-node-materials.md` - Shader graphs, compute
### Level 5: Specialized
- **Physics**: `references/14-physics-vr.md` - Ammo, Rapier, Jolt, VR/XR
- **Advanced Loaders**: `references/15-specialized-loaders.md` - SVG, VRML, domain-specific
- **WebGPU**: `references/16-webgpu.md` - Modern backend, compute shaders
## Quick Start Pattern
```javascript
// 1. Scene, Camera, 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. Add Objects
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// 3. Add Lights
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5, 5, 5);
scene.add(light);
scene.add(new THREE.AmbientLight(0x404040));
// 4. Animation Loop
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
```
## External Resources
- Official Docs: https://threejs.org/docs/
- Examples: https://threejs.org/examples/
- Editor: https://threejs.org/editor/
- Discord: https://discord.gg/56GBJwAnUS
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.