3d-graphics

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Source

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.zip

Installs 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

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