Product 3D Viewer for E-Commerce Website

Our company is engaged in the development, support and maintenance of sites of any complexity. From simple one-page sites to large-scale cluster systems built on micro services. Experience of developers is confirmed by certificates from vendors.
Development and maintenance of all types of websites:
Informational websites or web applications
Business card websites, landing pages, corporate websites, online catalogs, quizzes, promo websites, blogs, news resources, informational portals, forums, aggregators
E-commerce websites or web applications
Online stores, B2B portals, marketplaces, online exchanges, cashback websites, exchanges, dropshipping platforms, product parsers
Business process management web applications
CRM systems, ERP systems, corporate portals, production management systems, information parsers
Electronic service websites or web applications
Classified ads platforms, online schools, online cinemas, website builders, portals for electronic services, video hosting platforms, thematic portals

These are just some of the technical types of websites we work with, and each of them can have its own specific features and functionality, as well as be customized to meet the specific needs and goals of the client.

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Product 3D Viewer for E-Commerce Website
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~1-2 weeks
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Developing 3D Product Viewer for E-commerce

3D product viewer — an interactive model that users can rotate, zoom, and examine from any angle directly in the browser. This is a fundamentally different experience compared to a set of photos: the user explores the object independently rather than seeing only what the photographer decided to capture. High-impact categories: furniture, jewelry, shoes, complex technical products, souvenirs.

3D Model Formats

Format Extension Size Browser Support Application
glTF 2.0 .gltf + .bin + textures Depends on complexity Via Three.js/Babylon Web standard
GLB .glb Compact (binary) Via Three.js/Babylon, <model-viewer> Preferred for web
USDZ .usdz Medium iOS Safari native AR Quick Look on iOS
USD / USDC .usdc Large Limited Apple/Pixar native
OBJ + MTL .obj Large Via Three.js Legacy, not recommended
FBX .fbx Large Conversion only From DCC tools

GLB — de facto standard for 3D on web. Everything is packaged in one file: geometry, materials, textures, animations. Supports PBR materials (metalness/roughness workflow), which gives physically accurate rendering.

Three.js — Base Stack

Minimal 3D widget on Three.js:

import * as THREE from 'three';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';
import { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader.js';

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, container.width / container.height, 0.1, 100);
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.outputColorSpace = THREE.SRGBColorSpace;

// OrbitControls — rotation, zoom, pan via mouse/touch
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.minDistance = 1;
controls.maxDistance = 10;

// DRACO decompression for compressed models
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('/draco/');

const loader = new GLTFLoader();
loader.setDRACOLoader(dracoLoader);
loader.load('/models/product.glb', gltf => {
  scene.add(gltf.scene);
  fitCameraToObject(camera, controls, gltf.scene);
});

// HDR environment for PBR lighting
new RGBELoader().load('/env/studio.hdr', texture => {
  texture.mapping = THREE.EquirectangularReflectionMapping;
  scene.environment = texture;
});

Draco Compression

DRACO — 3D geometry compression algorithm from Google. Typical compression: geometry reduced by 5–10x without visible quality loss. A chair model 8MB → 800KB after Draco.

Conversion in pipeline (offline, when admin loads the model):

# gltf-pipeline from Khronos
npx gltf-pipeline -i input.glb -o output.glb --draco.compressionLevel 7

# or via blender CLI
blender --background --python export_with_draco.py

Draco decoder in browser — WASM module (~200KB). Must be hosted on server and path specified in DRACOLoader.setDecoderPath().

<model-viewer> as Ready Component

If deep customization isn't needed, <model-viewer> from Google covers 90% of tasks:

<model-viewer
  src="/models/chair.glb"
  ios-src="/models/chair.usdz"
  alt="Herman Miller Office Chair"
  camera-controls
  auto-rotate
  auto-rotate-delay="3000"
  rotation-per-second="30deg"
  shadow-intensity="1"
  exposure="0.8"
  environment-image="/env/neutral.hdr"
  ar
  ar-modes="webxr scene-viewer quick-look"
  loading="lazy"
  style="width: 100%; aspect-ratio: 1; background: #f5f5f5;"
>
  <div slot="progress-bar">
    <div class="progress-bar" style="..."></div>
  </div>
  <button slot="ar-button" class="ar-button">
    View in your space
  </button>
</model-viewer>

Built-in: OrbitControls, touch support, AR (WebXR + Quick Look), shadow, lazy loading, progress indication.

Lighting and PBR Materials

Rendering quality in browser is determined by lighting. Without proper environment even a good model looks flat.

HDR environment map — spherical HDR panorama of studio or neutral lighting. Creates correct reflections on metallic and glossy surfaces. Size: 2MB–8MB, loaded once and cached.

For products: neutral studio HDRI (gray background, even light) — neutral.hdr from model-viewer repository. For jewelry — HDRI with pronounced highlights.

Animated materials: switching variant (color, material) — change material.color, material.roughness, material.metalnessMap. Without reloading the model:

const materials = model.querySelector('model-viewer').model.materials;
const chairMaterial = materials.find(m => m.name === 'Fabric');
chairMaterial.pbrMetallicRoughness.setBaseColorFactor([0.8, 0.2, 0.2, 1]); // red

Performance Optimization

Model size: target GLB size for product card — up to 2MB. More — user waits, conversion drops. Optimization methods:

  • Draco geometry compression (5–10x)
  • KTX2 / Basis Universal texture compression (3–5x, with GPU decoding)
  • Model retopology: remove hidden faces, simplify invisible parts
  • Bake details from high-poly to normal map on low-poly model

Lazy loading: Three.js/WebGL initializes only when widget enters viewport:

const observer = new IntersectionObserver(entries => {
  if (entries[0].isIntersecting) {
    initViewer(container); // create Scene, Renderer only now
    observer.disconnect();
  }
}, { threshold: 0.1 });

observer.observe(container);

Suspended rendering: when widget outside viewport — renderer.setAnimationLoop(null), resume on return.

Pixel ratio: on mobile limit devicePixelRatio to 1.5 max — saves GPU on retina displays.

Annotations and Hotspots

Annotations — points on 3D model with explanations. User hovers / clicks — tooltip appears with detail information.

In <model-viewer> annotations — via slots:

<model-viewer src="headphones.glb" camera-controls>
  <button
    slot="hotspot-ear-cup"
    data-position="-0.3 0.1 0.2"
    data-normal="-1 0 0"
    data-visibility-attribute="visible"
  >
    <div class="hotspot-label">
      <strong>Ear Cups</strong>
      Memory foam with memory effect, 40mm
    </div>
  </button>
</model-viewer>

data-position coordinates — world coordinates in model's coordinate system. Determined in Blender or via built-in picking in Three.js.

Content Preparation Pipeline

Widget development and model preparation — parallel tasks. Typical pipeline:

  1. 3D modeling (Blender, Cinema 4D) or photogrammetry (RealityCapture, Meshroom)
  2. Optimization (Blender: retopology, LOD), Draco compression
  3. PBR texturing (Substance Painter) + texture conversion to KTX2
  4. QA in browser: check in model-viewer, mobile test
  5. USDZ conversion for iOS AR (Reality Converter, online converters)
  6. Upload to CDN with correct headers (Content-Type: model/gltf-binary)

Timeline

  • <model-viewer> integration (ready component, GLB files from client): 3–5 business days
  • Custom Three.js widget (annotations, material switching, custom lighting): 2–4 weeks
  • Full platform (model upload to CMS, optimization pipeline, AR, annotations): 4–7 weeks
  • Preparing 3D models (if not provided): separate task — 4 hours to 2 days per item

For large catalogs, photogrammetry (creating 3D from photo series) reduces content production cost 5–10x compared to manual modeling.