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Overview

Zephyr3D is a browser-based 3D rendering framework that provides two sets of APIs and a fully integrated, WYSIWYG (What You See Is What You Get) visual editor.

APIs

Device API

The Device API provides a set of low-level abstraction interfaces that allow users to call WebGL, WebGL2, and WebGPU graphics APIs in a unified way.
These interfaces cover most of the underlying graphics API capabilities, enabling easy cross-API rendering support.

One major challenge in cross-platform rendering is the difference between shader languages — WebGL and WebGL2 use GLSL, while WebGPU uses WGSL.
To solve this problem, Zephyr3D provides a dynamic shader generation system. Users can write shaders directly in native JavaScript, and the framework will automatically generate the corresponding GLSL or WGSL code for each backend.
This approach eliminates the need for complex string concatenation or extensive #ifdef preprocessing, offering high flexibility and clarity.

Scene API

The Scene API is a high-level rendering framework built on top of the Device API.
It serves both as a testing environment for the Device API and as a ready-to-use rendering system for application development.

Current features include:

  • Scene management based on Scene Graph
  • Clustered lighting
  • Physically Based Rendering (PBR) and Image-Based Lighting (IBL)
  • Shadow Mapping (PCF, ESM, VSM, CSM)
  • Skeletal and keyframe animation
  • GPU instancing
  • Terrain rendering
  • Atmospheric rendering
  • Water rendering
  • Post-processing (Tonemap, Bloom, TAA, FXAA, SSAO, etc.)
  • ImGui integration

Editor

The Zephyr3D Editor runs entirely in the browser — no installation required.
It enables the interactive development of 3D web applications with real-time visualization.

Main Features

  • Project Management

    • Create, import, and export projects
    • One-click web app publishing
  • Scene Editing

    • Object placement
    • Property editing
    • Terrain editing
  • Animation Editing

    • Create and edit keyframe animations and animation tracks for scene nodes
  • Material Creation & Editing

    • Design custom materials using a node-based editor (Blueprint system)
  • Scripting

    • Write TypeScript scripts directly within the editor and bind them to scene entities
  • Asset Management

    • Import external GLTF/GLB models
    • Prefab system support
    • Store project assets in IndexedDB

Released under the MIT License.