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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 50.9-million-splat San Francisco capture with background RAD decoding, camera-driven detail, and globally ordered WebGPU 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.
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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