Drop a model to render it
.glb · .gltf with its .bin and textures · a folder · .hdr environment
Files are read locally and never uploaded.
Examples Khronos & Sketchfab · loaded on demand
Features
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WebGPU first, WebGL 2 as fallback
Unidirectional path tracing with next-event estimation and MIS over rect, sphere, IES spot, directional and HDR environment lights. Without WebGPU it falls back to WebGL 2.
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OpenPBR 1.1 surface
F82 metals, anisotropic GGX specular and coat, fuzz, thin-film interference, dispersive transmission with volume scattering, subsurface scattering and ray-marched displacement.
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Interactive with millions of triangles
Two-level BVH with binned-SAH BLASes built in parallel Workers; moving instances only refits the TLAS. The 4.6 M-triangle Bugatti: 0.5 s build, 5.3 full-HD spp/s on an M4 Max.
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Low-noise sampling and denoising
Owen-scrambled Sobol or blue-noise ZSobol sequences. Albedo- and normal-guided denoising with Intel OIDN (WebGPU) or joint non-local means, progressively or on convergence.
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Incremental Three.js sync
THREESyncconverts standard and physical materials, lights, instancing, skinning and morph targets, and picks up transform, material and light edits on every update, without reconverting the scene. -
Offline-quality output
Deterministic
converge()with variance-driven adaptive sampling (WebGPU), AgX and ACES tone mapping, bloom, thin-lens depth of field and shadow catchers.