[ 3D on the web, with a performance budget ]

THREE.JS,BUILT TO RUNon a mid-range Android.

Three.js Development Company in Jaipur

Product configurators, 3D viewers and interactive scenes in the browser. The craft is not making it look good on a workstation — it is making it work on the phone your customer actually holds, and knowing when not to use 3D at all.

Three.js Development

Product configurators, 3D viewers and interactive scenes in the browser. The craft is not making it look good on a workstation — it is making it work on the phone your customer actually holds, and knowing when not to use 3D at all.

Tell us what the 3D has to explain

[ Technologies We Use ]

Three.jsReact Three FiberGLSL shadersglTF & DracoKTX2 texturesBlender pipelineWebGL2Vite

[ What You Get ]

Budgeted for the worst device

Triangle count, draw calls and texture memory targeted at a mid-range Android from the start, not measured after the scene is finished.

Assets compressed properly

glTF with Draco geometry and KTX2 textures. An uncompressed model is the difference between a two second load and a twenty second one.

Falls back rather than fails

No WebGL, weak hardware or reduced-motion preference gets a still image or a simpler view. A blank canvas is worse than no 3D.

Told when 3D is the wrong idea

For many products a good photograph loads faster and sells better. We would rather say that than build something impressive that nobody waits for.

[ Platforms & tech ]

What we build.

Product Configurators

Choose materials, colours and options and see the result — with pricing and a specification that follows the configuration into an order.

  • Material & colour options
  • Live pricing
  • Camera presets
  • Screenshot & share
  • Order handoff

3D Viewers

Rotate, zoom and section a product or a space, with hotspots that explain parts. Built to load progressively so something is visible early.

  • Orbit & zoom
  • Annotation hotspots
  • Exploded views
  • Progressive loading
  • Mobile controls

Interactive Scenes

Scroll-driven and shader-based scenes for launch pages and brand work, with the frame budget and the reduced-motion path treated as requirements.

  • Scroll-driven animation
  • Custom GLSL
  • Post-processing, sparingly
  • Reduced-motion path
  • Frame budget

[ Our Process ]

From strategy to growth.

Step 01

Question the 3D

What does the visitor learn from it that a photograph could not tell them? If there is no answer, the honest recommendation is not to build it.

PurposeAlternativesDevice profile
Step 02

Set the budget

Target device, triangle count, draw calls, texture memory and load time agreed before anyone opens Blender. This constrains the art, and it has to.

Target devicePoly budgetLoad budget
Step 03

Prepare the assets

Retopology, baked lighting, atlased textures, glTF with Draco and KTX2. Most of the performance is won here, not in the code.

RetopologyBaked lightingDraco & KTX2
Step 04

Build the scene

React Three Fiber where it sits in a React app, plain Three.js where it does not. Instancing, frustum culling and demand-driven rendering rather than a full loop at all times.

R3F or vanillaInstancingOn-demand frameloop
Step 05

Profile on real hardware

Frame times on an actual mid-range phone, not a laptop with a discrete GPU. Desktop numbers tell you nothing about the device most visitors bring.

Device testingFrame timingMemory
Step 06

Ship with a fallback

Progressive loading with a poster frame, a still image where WebGL is unavailable, and a reduced-motion path that does not spin.

Poster frameNo-WebGL pathReduced motion

[ Overview ]

Three.js work divides cleanly into two kinds: the sort that helps someone understand or configure a product, and the sort that exists to look impressive. The first is worth building. The second usually costs more than it returns, and we will tell you which one you are describing.

When it is worth building, the discipline is entirely about the device at the other end. A scene that runs beautifully on a development machine and takes fifteen seconds to load on a mid-range Android has failed, and that outcome is decided by the asset pipeline long before anyone writes a shader.

[ In Detail ]

The budget comes before the art

Triangle count, texture memory and load time agreed up front. Modelling first and optimising afterwards means throwing work away.

Assets decide performance

Draco geometry, KTX2 textures and baked lighting typically matter more than any code-level optimisation available.

Always a way out

No WebGL, weak hardware, or a reduced-motion preference gets a still frame. A visitor should never be looking at a black rectangle.

[ What has changed ]

Three.js in 2026.

01

WebGPU arrived but WebGL2 is still the target

Three.js supports both, and WebGPU is genuinely faster where it is available. For an Indian audience on mixed Android hardware, WebGL2 remains what you build for.

02

React Three Fiber became the normal way to build

Declarative scenes composed as components made 3D far easier to maintain inside a React product, and the drei helpers removed a great deal of boilerplate.

03

Compression stopped being optional

Draco and KTX2 are now standard in any serious pipeline. An uncompressed glTF on a mobile connection is not a viable delivery.

[ FAQs ]

Questions, answered.

It will if it is built without a budget. Done properly — compressed assets, progressive loading, a poster frame first and rendering only on demand — a configurator loads in a few seconds on a mid-range phone. The way to keep it fast is to set the target device and the load budget before modelling starts.

Ready to tell us what the 3d has to explain?

Let’s talk about your three.js project. No obligation, just a conversation.