WEBXR / THREE.JS · AN INTERACTIVE FIELD GUIDE

Make sense ofa spatial world.

From your first session to a room that feels real. Explore a demo, change a parameter, understand what happens. All in your browser.

Start with an experiment

Viewpoints / projections / depth

Two eyes. One shared world.

Explore stereo rendering
  • 15concepts
  • 15tunable demos
  • 3essays
  • 2languages

What are you working on?

Start with a question. Follow it through.

  1. 01Start your first XR sceneConnect session requests, coordinate origins, visibility changes and environment blending.4 guides
  2. 02Understand your frame budgetSeparate the responsibilities of views, the scene and the compositor to investigate quality and performance.3 guides
  3. 03Build an interaction that worksConnect input sources, pointing, hand poses and movement into an interaction journey.3 guides
  4. 04Place an object in the roomDistinguish the information needed for placement, stable positioning, occlusion and lighting.5 guides

Browse by area

Small concepts. Complete experiences.

Four areas that follow the life of an XR experience.

Sessions and lifecycle

How a page asks the browser for an immersive session, and what it is allowed to assume once it has one.

Explore this area

Rendering and presentation

What actually gets drawn, how many times, and who composites the result.

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Input and movement

Controllers, hands, and the uncomfortable problem of moving someone through a space they are standing still in.

Explore this area

Understanding the real world

Five ways a runtime tells your page something about the room the user is standing in — each with a different shape and a different lie.

Explore this area

See the change. Understand the reason.

Each guide pairs an adjustable demo with code and common mistakes. Desktop simulations explain visible effects; the text makes the limits of real devices explicit.

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