AURA SPATIAL
A real-time WebGL 3D product configurator that lets a visitor shape a vehicle in photorealistic detail — before it physically exists.
Challenge
Configurators are usually forms wearing a 3D costume: a viewport, a swatch row, a price. The brief was to remove that framing entirely and build something closer to standing beside the object in a controlled room, where changing a material feels like a decision rather than a click.
Idea
Treat the configurator as a lighting stage instead of an interface. The vehicle sits in a dark studio; the UI dissolves into the scene as the object rotates and only re-forms when the visitor comes to rest. Every choice is expressed as light behaviour first and a label second.
Experience
The visitor orbits a single object with inertial drag, cursor-proximity parallax and momentum that settles rather than snaps. Material changes cross-fade over eight hundred milliseconds so surfaces appear to cure rather than swap. On touch devices the orbit becomes a one-finger drag with a two-finger dolly, and the panel collapses into a bottom sheet.
Design Direction
Obsidian environment, one dominant key light, and a single accent hue per material family. Typography is reduced to mono labels and thin rules so nothing competes with the reflections. Negative space carries the premium signal — the object is never centred, it is composed.
Technology
- Three.js / WebGL2 with a custom PBR material pipeline
- HDR lighting stages with pre-filtered environment maps
- Draco-compressed geometry with progressive LOD loading
- GPU-instanced trim variants to avoid re-uploads on every change
Process
- Material and lighting studies rendered offline to lock the target look
- Real-time approximation pass — matching the offline render inside a frame budget
- Interaction prototyping for orbit, settle and material cross-fade timing
- Device tiering with resolution scaling and a static fallback frame
Outcome
The result is a configurator that behaves like an object rather than a form: it holds attention through material and light instead of options, and it holds sixty frames per second while doing it. Performance was treated as art direction — the frame budget shaped the lighting model, not the other way around.
Deliverables
- Real-time WebGL configurator
- 3D experience design
- PBR material pipeline
- Interaction design
Live Experience / Prototype
This project is not publicly hosted. A walkthrough can be arranged on request.
Building what shouldn't exist yet.
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