• 3D Websites
  • WebGL
  • Web Design
  • Interactive Websites

3D Website Examples — Interactive WebGL Sites

Browse 3D website examples built with WebGL, from portfolio scenes you can move through to lighter interactive product pages.

Sherotree

·10 min read

3D websites draw a scene in the browser and let the visitor move through it, orbit it, or scroll it like a film strip. The picture is not a flat mockup of a phone. It is geometry, a camera, and lights, usually rendered with WebGL through a library such as Three.js.

People looking for 3D website examples, 3D website design, or interactive 3D websites want pages they can open and judge: how heavy the scene is, whether it works without a mouse, and whether the 3D is the product or a decoration in the hero. This guide uses a few public sites as references and separates a full scene from a lighter WebGL background.

Flat motion, hover, and scroll reveals are a different job. Those live in Website Animation Examples.

What a 3D website is

A 3D website has a canvas (or a stack of them) that paints frames from a camera in a 3D space. The rest of the page may still be normal HTML: a header, a case-study list, a contact link. The scene is the part that cannot be a PNG.

WebGL is the browser API that talks to the GPU. MDN describes the WebGL API as a way to render interactive 2D and 3D graphics without a plugin (MDN, WebGL API). Three.js, and newer WebGPU paths in the same ecosystem, sit on top of that API so you are not writing every shader by hand.

WebGL websites and WebGL animation are the technical names for the same family. A page can be a WebGL site even when the visitor never thinks the word. If you remember a world, a product you can spin, or a shader that fills the viewport, you are in this category. If you remember a button easing from gray to black, you are not.

3D website examples

Three public sites show three different bets. Open them on a laptop first, then on a phone.

A world you drive through

Bruno Simon publishes a portfolio you drive through in a small car. Projects sit in the world as places, not as cards. The page tells you the stack in plain language: Three.js renders the world, and the same project can run on WebGL or WebGPU. The source of the portfolio itself is public.

What to steal: the idea that navigation can be spatial when the work is spatial. What not to steal: the car, unless driving is your point. A documentation site with a car is a joke once. A portfolio of 3D work with a car is the work.

Also notice the fallback of attention. The page still explains who he is in text. The world is not the only way to learn that a developer made it.

A studio whose site is the demo

Active Theory is a studio for interactive digital experiences. The marketing site is itself a WebGL piece. Visitors arrive to see whether the studio can hold a scene together, so the site is the pitch.

What to steal: confidence about performance. A studio site that drops frames argues against the studio. What not to steal: hiding the offer. If you sell a product with a price, the scene still needs a sentence and a next step that stay readable when the GPU is busy.

Realtime experiences as the service

Abeto presents itself as crafted interactive experiences. The site is a sample of that offer, not a blog with a 3D header glued on.

What to steal: scope. They are not claiming that every marketing page should be a game. The 3D is the thing the client hired them to make. Match that honesty. If your page is a signup form, a spinning logo in the corner is not the same product.

Interactive 3D websites versus a 3D hero

Interactive 3D websites respond. Drag orbits the camera. Scroll moves through a sequence of camera shots. Click opens a project. Keys work, or they do not, and that is part of the review.

A 3D hero is smaller. One object sits behind or beside the headline, maybe with a slow turntable, and the rest of the page is HTML. This is the version most product sites can afford. It still needs:

  • A still image for the first paint, so the headline is not waiting on the scene.
  • A pause or a static frame when the visitor asks for reduced motion. The same prefers-reduced-motion media feature used for CSS applies here (MDN, prefers-reduced-motion).
  • A file budget. A 20 MB model on the first screen is a decision about who gets to see the headline.

Scroll-scrubbed product films (a shoe, a phone, a bottle advancing frame by frame) often look 3D and are sometimes a video or an image sequence, not a live scene. Judge them by weight and by whether the story makes sense if you fling the scrollbar. They belong next to landing-page motion in Website Animation Examples when there is no camera the visitor controls.

3D portfolio website

A 3D portfolio website asks the visitor to explore work inside a scene. Bruno Simon’s portfolio is the reference people mean when they say this out loud. The pattern only pays off when the projects gain something from being in space: a game, a film, a physical object, an installation.

For UI, writing, or brand systems, a 3D portfolio usually hides the work. A list with large images is faster to scan and easier to share as a URL to one project. If you still want depth, keep the list as the primary navigation and use 3D on the case-study page, where one object can take the width of the screen.

Check three things before you commit:

  1. Can you open a specific project from a link, or only by wandering?
  2. Does the scene explain the project, or only decorate it?
  3. What does a phone visitor get? A message to come back on desktop is a real design. A scene that loads halfway and cannot be dragged is not.

WebGL animation without a whole world

Not every WebGL website is a world. A full-viewport shader, a fluid cursor, or a particle field is still WebGL, and it is easier to overuse because it looks finished in an afternoon.

Use a shader background when it replaces a photograph you do not have, or when the brand is light, color, and motion. Skip it when you already have a product screenshot that explains more. WebGL Fluid Simulation is a small in-browser fluid toy: useful for feeling how pointer-driven particles behave, not a layout reference.

If you are building rather than browsing, two on-site tools sit closer to production:

  • img2threejs turns a reference image into procedural Three.js you can edit.
  • ThreeUI collects Three.js components, shader backgrounds, and hero scenes you can read as source. That is a component shelf, not a theme store for a finished marketing site.

Theme and template searches (“3D website templates,” “3D web template”) want a downloadable site skin. This page does not sell those. A component still has to be fitted to your type, your load budget, and your reduced-motion path.

How to review one scene

Spend ten minutes on a single example and write this down:

QuestionWhy it matters
What is the first thing you can read?If the answer is “nothing yet,” the preloader is the design.
What input does the scene expect?Mouse-only scenes fail for a lot of visitors.
Does the URL change when you reach a project?If not, the work cannot be shared.
What is on screen at a 390 pixel width?Many showpieces quietly give up.
Can you stop the motion?A pause, a reduced-motion path, or a static frame.

Landing Love tags some captures toward WebGL and Three.js, which is a quick way to find more scenes after these three. Watch the capture, then open the live site. Video of a 3D page misses the frame rate and the input.

When to skip 3D

Skip a live scene when the page’s job is to be read, compared, or completed: pricing, docs, long-form, forms. A static render or a short loop will load faster and say the same thing.

Skip it when you cannot name the object. “Something dimensional in the hero” is a mood, not a scene. Moods are cheaper as color and type. Retro Website Design is a different mood with the same rule: the look has to serve the offer.

Skip it when you will not maintain it. A model, a lighting setup, and a mobile fallback are a product surface. If nobody on the team can change the camera next quarter, you have shipped a poster that happens to use the GPU.

FAQ

What is a 3D website in practice?

A page that renders a camera in a 3D scene, usually with WebGL, and mixes that canvas with normal HTML. A screenshot of a 3D model inside an ordinary layout is an image, not a 3D website.

Which 3D website examples should I open first?

Open Bruno Simon for a portfolio you navigate in space, Active Theory for a studio site that is the demo, and Abeto for crafted interactive work. Then test one of them on a phone.

Are WebGL websites the same as interactive 3D websites?

WebGL is the rendering technology. Interactive means the visitor can change the camera, the scroll position, or the objects. A shader that only loops is WebGL and barely interactive. Say which one you mean when you brief a designer.

Where do I get a 3D website template?

Buy or clone a theme only if you have read its license and you plan to replace the scene. For pieces you can adapt, look at ThreeUI and img2threejs. Neither one is a finished marketing site.

Do landing pages need WebGL?

Usually no. A landing page needs a readable offer and one action. WebGL helps when the product is physical or spatial and a still image cannot show it. Otherwise start with the motion patterns in Website Animation Examples.

What to open next

Open one of the three sites above and answer the review table before you add a canvas to your own page. If you cannot say what the visitor does in the scene, you do not have a 3D website yet. You have a loading spinner with better lighting.

For hover, scroll, and hero loops that stay in CSS, go back to Website Animation Examples. For a look that is dimensional in spirit and flat in technology, Retro Website Design is the other direction.