Technical overview
How I build interactive 3D for the web
Interactive 3D on the web only works if mid-range devices can run it. I build Three.js and React Three Fiber scenes, product configurators, virtual tours and scroll-driven storytelling with LOD, compressed textures and lazy WebGL init after first paint.
Assets are prepared for the browser - sensible polygon budgets and compressed formats - not raw CAD dumps. Static fallbacks keep low-power devices and crawlers usable. Integration targets Astro, React or Shopify storefronts without blocking LCP.
WebXR prototypes appear when sales or training truly needs immersion; otherwise the experience stays progressive. Benchmarking on older phones decides when to simplify materials or disable effects. I own performance budgets when specialist art is integrated into the stack.
Common 3D and WOW tasks I help with
- How to lazy-init WebGL so it does not block first paint
- How to compress 3D assets without visible quality loss
- How to add a product configurator with selectable materials
- How to provide a static fallback for low-power devices
- How to keep LCP stable when a hero scene uses Three.js
- How to build a virtual tour that works on mobile browsers
- How to integrate a GLB model into an existing React or Astro site
- How to reduce draw calls with LOD for complex products
- How to decide when WebXR is worth adding for sales demos
- How to benchmark a scene on mid-range Android phones

