3d-graphics
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.
Install
mkdir -p .claude/skills/3d-graphics && curl -L -o skill.zip "https://mcp.directory/api/skills/download/464" && unzip -o skill.zip -d .claude/skills/3d-graphics && rm skill.zipInstalls to .claude/skills/3d-graphics
About this skill
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
// 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
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