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Rendering that scales
Move from a first triangle to physically based materials, HDR lighting, composable effects, and GPU-driven scenes.
- Shader modules
- PBR + HDR
- Indirect draws
Build with luma.gl
Real-time worlds, physical simulations, and visual effects—live in your browser, with nothing to install.

Explore standards-first glTF assets with physical materials, animated characters, morph targets, native extensions, and portable WebGPU/WebGL rendering.

Explore a captured Train scene with streamed HDR Gaussian splats, GPU-native projection, ordering, and interactive rendering.

Fly through a GPU-driven city beneath synchronized lightning, luminous streets, and screen-space reflections.

Cross a spectral stormfront with GPU-displaced waves, wind-driven whitecaps, and high-dynamic-range moonlight.

Shape HDR highlights with physically based glow, spectral diffraction, chromatic lens ghosts, and temporal stabilization.

Simulate reactive fire around solid obstacles, then compose emissive flames and drifting smoke into a 3D forge.

Follow light through a faceted refractor as spectral caustics scatter across an atmospheric stone interior.

Shape a GPU-resident liquid-metal simulation inside an industrial vessel with responsive splashes and HDR highlights.

Travel through a procedural canyon as GPU-selected geometry streams new detail into a massive virtual landscape.

Inspect clustered lighting, ambient occlusion, glossy reflections, volumetrics, and adaptive HDR exposure.

Build, reorder, and tune a complete image-effect stack against a continuously animated procedural scene.
Explore the framework
Seven focused modules for GPU portability, rendering, shaders, effects, 3D scenes, Gaussian splats, and compute.
GPU portability
One low-level GPU portability layer for buffers, pipelines, textures, and rendering across WebGPU and WebGL2.
Rendering toolkit
The classic luma.gl API for models, animation loops, geometry, picking, and composable rendering.
Shader programming
Write, assemble, and share portable shaders with a reusable module library for both WGSL and GLSL.
Composable effects
Compose reusable shader effects into complete post-processing, lighting, and image-processing pipelines.
Declarative 3D
Describe declarative 3D scenes with glTF and OpenUSD, then switch renderers without rebuilding the world.
Captured scenes
Stream and render Gaussian splats with depth ordering, high-dynamic-range color, and reusable GPU data.
GPU compute + rendering
Connect reusable compute modules and rendering in a single GPU-native pipeline, without moving data back to the CPU.
Built for the whole pipeline
One toolkit for the shader, the simulation, and everything you build around them.
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Move from a first triangle to physically based materials, HDR lighting, composable effects, and GPU-driven scenes.
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Keep data on the GPU for simulation, filtering, aggregation, spatial queries, and command-graph execution.
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Load, animate, render, and round-trip standards-first glTF assets with shared physical materials, skeletons, morph targets, and native animation pointers.
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