Web 3D Track · Free Series
Three.js From Zero
A 100-article series across 10 seasons. Each article ships with prose, a live interactive demo, and a code-along you can copy. Read free, code along free, build a portfolio.
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Article 01
Foundations: Scene, Camera, Renderer, Loop
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Article 02
Geometry & the Mesh
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Article 03
Materials, Light & Shadow
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Article 04
Textures & Color Management
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Article 05
Loading 3D Models (glTF)
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Article 06
Interactivity: Raycaster, Controls, Events
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Article 07
Post-Processing: EffectComposer
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Article 08
Custom Shaders: GLSL + TSL
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Article 09
Performance: Instancing, LOD, Draw Calls
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Article 10
React Three Fiber + Shipping
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Article s2-01
Physics: Rigid Bodies with Rapier
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Article s2-02
Colliders Deep Dive
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Article s2-03
Joints, Constraints, Ragdoll
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Article s2-04
Character Controller
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Article s2-05
WebXR Basics (VR)
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Article s2-06
WebXR Interaction: Controllers, Hands, Haptics
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Article s2-07
Multiplayer Foundations — Presence & Cursors
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Article s2-08
Authoritative Multiplayer — Prediction & Reconciliation
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Article s2-09
GPGPU with TSL Compute Nodes
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Article s2-10
Procedural Worlds — Noise, Terrain, Streaming
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Article s3-01
Skeletal Animation Internals
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Article s3-02
Morph Targets & Facial Animation
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Article s3-03
Animation Blending & Blend Trees
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Article s3-04
Inverse Kinematics — CCDIK, FABRIK, Two-Bone
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Article s3-05
Procedural Animation — Secondary Motion
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Article s3-06
Physics-Driven Animation — Active Ragdolls
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Article s3-07
Motion Matching & Root Motion
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Article s3-08
Character Pipeline: Mixamo → Three.js
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Article s3-09
Facial Capture with Webcam
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Article s3-10
The Full Character Rig
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Article s4-01
PBR Math From Scratch
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Article s4-02
Image-Based Lighting Internals
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Article s4-03
Shadow Techniques — PCF, VSM, ESM, CSM, Ray-traced
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Article s4-04
Screen-Space Reflections (SSR)
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Article s4-05
Volumetric Fog & God Rays
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Article s4-06
Subsurface Scattering — The Skin Look
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Article s4-07
Hair & Fur Rendering
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Article s4-08
S4-08 Ocean & Water
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Article s4-09
S4-09 Stylized & NPR
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Article s4-10
S4-10 TSL Procedural Materials
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Article s5-01
S5-01 Global Illumination
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Article s5-02
S5-02 Path Tracing
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Article s5-03
S5-03 TAA & Denoising
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Article s5-04
S5-04 Deferred Rendering
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Article s5-05
S5-05 SDFs & Raymarching
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Article s5-06
S5-06 GPU Culling & Nanite-Style
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Article s5-07
S5-07 Clustered Forward Lighting
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Article s5-08
S5-08 Virtual Texturing
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Article s5-09
S5-09 GPU Particles
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Article s5-10
S5-10 Hybrid Raster + RT
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Article s6-01
S6-01 glTF 2.0 Deep Dive
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Article s6-02
S6-02 Draco Compression
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Article s6-03
S6-03 KTX2 & Basis Textures
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Article s6-04
S6-04 Meshopt
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Article s6-05
S6-05 gltf-transform
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Article s6-06
S6-06 LOD Tools
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Article s6-07
S6-07 Blender Export
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Article s6-08
S6-08 Texture Atlasing
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Article s6-09
S6-09 Asset Streaming
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Article s6-10
S6-10 Production Asset Pipeline
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Article s7-01
S7-01 3D UI Mental Model
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Article s7-02
S7-02 HUDs & Screen Overlays
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Article s7-03
S7-03 Worldspace UI
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Article s7-04
S7-04 Interactive Canvas Textures
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Article s7-05
S7-05 Touch Gestures
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Article s7-06
S7-06 VR UI Patterns
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Article s7-07
S7-07 Accessibility in 3D
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Article s7-08
S7-08 Text in 3D
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Article s7-09
S7-09 Scene Transitions
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Article s7-10
S7-10 Production Product Viewer
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Article s8-01
S8-01 State Management
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Article s8-02
S8-02 Entity Component Systems
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Article s8-03
S8-03 Game Loop Architectures
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Article s8-04
S8-04 Scene Authoring
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Article s8-05
S8-05 Debug Overlays
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Article s8-06
S8-06 Testing 3D Apps
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Article s8-07
S8-07 Error Handling
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Article s8-08
S8-08 Build Pipelines
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Article s8-09
S8-09 Telemetry & Perf Monitoring
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Article s8-10
S8-10 Shipping Checklist
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Article s9-01
S9-01 Web Audio Basics
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Article s9-02
S9-02 Spatial Audio
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Article s9-03
S9-03 Audio-Reactive Visuals
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Article s9-04
S9-04 Convolution Reverb
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Article s9-05
S9-05 WebRTC Voice
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Article s9-06
S9-06 WebRTC Video
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Article s9-07
S9-07 Network Sync
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Article s9-08
S9-08 Procedural Audio
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Article s9-09
S9-09 Music-Sync
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Article s9-10
S9-10 Music Jam Experience
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Article s10-01
S10-01 AI Tools for 3D
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Article s10-02
S10-02 Gaussian Splatting
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Article s10-03
S10-03 NeRFs for the Web
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Article s10-04
S10-04 LLM-Driven NPCs
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Article s10-05
S10-05 TTS + Lip Sync
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Article s10-06
S10-06 MediaPipe Tracking
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Article s10-07
S10-07 Generative Textures
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Article s10-08
S10-08 Generative Meshes
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Article s10-09
S10-09 AI-Assisted Authoring
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Article s10-10
S10-10 Series Finale
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Article s11-01
S11-01 Three.js Product Configurator from Scratch
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Article s11-02
S11-02 The Material/Color Picker UI Layer
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Article s11-03
S11-03 AR View
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Article s11-04
S11-04 The Watch Industry's Common Three.js Stack
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Article s11-05
S11-05 MediaPipe Face/Pose + Three.js
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Article s11-06
S11-06 Modular Furniture Configurator with Snap-Points
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Article s11-07
S11-07 The Shopify 3D Viewer Integration Recipe
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Article s11-08
S11-08 The Production Configurator
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Article s11-09
S11-09 IFC.js BIM Viewer in 200 Lines
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Article s11-10
S11-10 Spark.js
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Article s11-11
S11-11 Nerfstudio → Three.js
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Article s11-12
S11-12 R3F v10
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Article s11-13
S11-13 WebXR Layers + Depth Sensing in Three.js
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Article s11-14
S11-14 Hillaire 2020 Atmosphere
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Article s11-15
S11-15 8th Wall → Niantic Studio Migration Playbook
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Article s12-01
S12-01 Photo Mode as a System
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Article s12-02
S12-02 OffscreenCanvas + Worker Three.js
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Article s12-03
S12-03 Visual Regression Testing a Three.js Scene in CI
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Article s12-04
S12-04 Procedural Cloud Rendering on TSL
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Article s12-05
S12-05 Foliage Rendering
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Article s12-06
S12-06 Stylized Water with Depth-Buffer Foam
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Article s12-07
S12-07 Comic Book Shading
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Article s12-08
S12-08 Holographic Shaders
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Article s12-09
S12-09 Jewelry Configurator Materials
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Article s12-10
S12-10 Automotive Paint Stack
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Article s12-11
S12-11 Watch Dial Macro Viewer
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Article s12-12
S12-12 Cabinet Configurator
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Article s12-13
S12-13 Suit Avatar Configurator
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Article s12-14
S12-14 Generative Texture Pipelines after S10
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Article s12-15
S12-15 Procedural Meshes after S10