CASE STUDYDigital Experiences2026

AURA SPATIAL

A real-time WebGL 3D product configurator that lets a visitor shape a vehicle in photorealistic detail — before it physically exists.

AURA SPATIAL — immersive WebGL 3D configurator, digital experience design by Elentara
01

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.

02

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.

03

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.

04

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.

05

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
06

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
07

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.

08

Deliverables

  • Real-time WebGL configurator
  • 3D experience design
  • PBR material pipeline
  • Interaction design
09

Live Experience / Prototype

This project is not publicly hosted. A walkthrough can be arranged on request.

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