Screen captures of Three.js examples
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Original author(s) | Ricardo Cabello (Mr.doob) |
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Developer(s) | Three.js Authors |
Initial release | April 24, 2010 |
Stable release |
r83 / December 15, 2016
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Development status | Active |
Written in | JavaScript |
Type | JavaScript library |
License | MIT |
Website | threejs |
Three.js is a cross-browser JavaScript library/API used to create and display animated 3D computer graphics in a web browser. Three.js uses WebGL. The source code is hosted in a repository on GitHub.
Three.js allows the creation of GPU-accelerated 3D animations using the JavaScript language as part of a website without relying on proprietary browser plugins. This is possible thanks to the advent of WebGL.
High-level libraries such as Three.js or GLGE, SceneJS, PhiloGL or a number of other libraries make it possible to author complex 3D computer animations that display in the browser without the effort required for a traditional standalone application or a plugin.
Three.js was first released by Ricardo Cabello to GitHub in April 2010. The origins of the library can be traced back to his involvement with the demoscene in the early 2000s. The code was first developed in ActionScript, then in 2009 ported to JavaScript. In Cabello's mind, the two strong points for the transfer to JavaScript were not having to compile the code before each run and platform independence. With the advent of WebGL, Paul Brunt was able to add the renderer for this quite easily as Three.js was designed with the rendering code as a module rather than in the core itself. Cabello's contributions include API design, CanvasRenderer, SVGRenderer and being responsible for merging the commits by the various contributors into the project.
The second contributor in terms of commits, Branislav Ulicny started with Three.js in 2010 after having posted a number of WebGL demos on his own site. He wanted WebGL renderer capabilities in Three.js to exceed those of CanvasRenderer or SVGRenderer. His major contributions generally involve materials, shaders and post-processing.