The web development community is currently witnessing a significant advancement in real-time interactive 3D graphics, spearheaded by Australian creative full-stack developer Cullen Webber. In March 2026, Webber published a comprehensive tutorial on Codrops, detailing a groundbreaking Three.js fluid reveal effect that seamlessly transitions between two distinct 3D scenes. This innovative demonstration leverages cutting-edge web technologies, including WebGPU, sophisticated ping-pong simulations, and specialized Fresnel materials, to create a visual experience reminiscent of medical scans fused with science fiction holograms, all rendered directly within a web browser. The tutorial not only showcases a visually striking effect but also provides an in-depth exploration of the underlying technical pipeline, offering a valuable resource for developers aiming to push the boundaries of interactive web content.
The Genesis of an Innovative Technique
Cullen Webber, known for his diverse expertise spanning creative development and full-stack solutions from Perth, Australia, has consistently contributed to the evolution of interactive web experiences. His latest tutorial on Codrops, a prominent online magazine and resource for web designers and developers, marks a notable milestone in the application of advanced rendering techniques on the web. The context for this development lies in the broader industry push towards more powerful and efficient graphics rendering in browsers, a trend significantly accelerated by the advent of WebGPU. For years, Three.js has served as a foundational library, abstracting the complexities of WebGL and enabling developers to create rich 3D content. However, the continuous demand for higher fidelity, greater performance, and more sophisticated visual effects has necessitated the adoption of newer APIs and methodologies. Webber’s tutorial emerges at a crucial juncture, demonstrating how these nascent technologies can be harnessed to deliver effects previously confined to native applications or high-end game engines.
The "fluid reveal" effect itself represents a sophisticated blend of artistic vision and technical mastery. The demo presents an initial scene featuring 12 human figure instances arranged in a precise hexagonal grid. The interactivity begins as a user moves their cursor across the display. This seemingly simple input triggers a complex fluid simulation, which dynamically reveals a hidden layer beneath the solid figures—a detailed skeleton model. The resulting transition is fluid, organic, and visually captivating, oscillating between the clear anatomical detail of an X-ray and the ethereal glow of a holographic projection. This synthesis of medical imaging aesthetics with futuristic sci-fi elements provides a unique visual language, challenging conventional perceptions of what is achievable within a browser environment.
Unveiling the "X-Ray Hologram": A Deep Dive into the Effect

The visual impact of Webber’s fluid reveal is immediate and striking. Upon loading the demonstration, users are greeted by an array of static, anatomically correct human figures. The subtle invitation to interact is typically implied by the responsive cursor. As the cursor traverses the screen, a ripple of fluid distortion emanates from the point of interaction, acting as a dynamic "reveal" brush. This fluid motion isn’t merely a simple wipe or fade; it exhibits properties of a viscous liquid, spreading and swirling with an organic turbulence that gradually exposes the skeletal structure beneath. The transition zone between the solid figure and the revealed skeleton is characterized by this mesmerizing fluid animation, creating a sense of depth and transformation.
The aesthetic balance achieved is particularly noteworthy. The skeletal layer, once revealed, does not simply appear as a static model. Instead, it is rendered with a distinct "X-ray holographic look," defined by glowing edges and darker surfaces facing the camera. This effect, powered by a Fresnel shader, lends an otherworldly quality, suggesting an energy field or a sophisticated diagnostic scan rather than a simple anatomical rendering. The seamless blending of these two distinct visual states—solid form and internal structure—through a dynamic fluid medium elevates the experience beyond a mere technical demonstration to an artistic statement on digital rendering capabilities. The responsiveness of the effect to cursor movement ensures a highly interactive and engaging user experience, allowing for real-time exploration and manipulation of the visual transformation.
The Architectural Blueprint: How the Three.js Fluid Reveal Effect Pipeline Works
The intricate visual effect is the result of a meticulously structured four-stage rendering pipeline, designed for efficiency and visual fidelity within the WebGPU environment. Each stage plays a critical role in contributing to the final "X-ray hologram" appearance and fluid interactivity.
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Stage 1: Input and Mask Generation:
The pipeline initiates with user interaction. A dedicated 2D canvas is employed to precisely track cursor movement across the screen. This tracking data is then translated into a series of circular masks. These masks are not directly visible but serve as the fundamental input for the subsequent fluid simulation. Each mask acts as a "seed" or an impulse, dictating where the fluid simulation should begin its dynamic expansion. This initial stage underscores the importance of efficient input processing in creating responsive interactive experiences, a common challenge in high-performance web applications. The generation of these masks is crucial for localizing the fluid effect to the user’s point of interaction, ensuring that the reveal is directly controlled by their input. -
Stage 2: The Heart of the Fluid Simulation:
At the core of the dynamic reveal is a sophisticated fluid simulation built upon the principle of ping-pong render targets. This GPU technique is fundamental for creating continuous, self-referential effects like fluid dynamics or blur effects, where the output of one frame serves as the input for the next. In essence, two textures are used: one acts as the "read" buffer, holding the current state of the fluid, while the other acts as the "write" buffer, where the next state is computed. Once the computation is complete, their roles are swapped, preventing data conflicts that would otherwise corrupt the simulation’s output. This iterative process, performed entirely on the GPU, allows for the complex calculation of fluid movement, including velocity, pressure, and density, without bogging down the CPU.
To enhance the organic nature of the fluid movement, FBM (Fractional Brownian Motion) noise is introduced. FBM noise is a procedural texture generation technique that combines multiple octaves of Perlin noise to create fractal, turbulent patterns. In this context, FBM noise is used to displace the fluid, introducing natural-looking eddies, swirls, and irregularities in the transition zone between the two scenes. This displacement is crucial for avoiding a simplistic, linear reveal, instead generating the characteristic "organic turbulence" that makes the fluid look realistic and dynamic. The combination of ping-pong buffers for state management and FBM noise for realistic texture makes this fluid simulation remarkably compelling.
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Stage 3: Dual-Scene Rendering and Material Magic:
The visual core of the effect lies in its dual-scene rendering layer, which is efficiently managed usingInstancedMeshobjects within Three.js.InstancedMeshis a powerful optimization technique that allows for rendering multiple instances of the same geometry with different transformations (position, rotation, scale) in a single draw call. This significantly reduces the overhead associated with rendering numerous individual objects, a critical factor given the 12 human figures in the demonstration.
Two distinctInstancedMeshobjects are utilized: one for the solid body figures and another for the skeleton models. The solid body figures represent the initial, opaque state. The skeleton models, on the other hand, are prepared with DRACO geometry compression. DRACO is an open-source library for compressing and decompressing 3D meshes and point clouds, developed by Google. Its use here is strategic, significantly reducing the file size and load times for the complex anatomical skeleton models, which often contain a high number of vertices and faces. This ensures that even detailed internal structures can be loaded and rendered efficiently in a web environment.
The distinctive "X-ray holographic look" of the skeletons is achieved through a specialized Fresnel shader, meticulously written in TSL (Three.js Shading Language). The Fresnel effect is a physical phenomenon where the reflectivity of a surface changes with the viewing angle. Surfaces viewed head-on (perpendicular to the camera) reflect less light and appear darker, while surfaces viewed at a grazing angle (parallel to the camera) reflect more light and appear brighter. In Webber’s implementation, this effect is inverted and exaggerated to create the characteristic glow: the edges of the skeleton, where the viewing angle is more oblique, glow brightly, while the surfaces directly facing the camera remain darker. This technique is fundamental to achieving the ethereal, translucent, and energy-infused appearance that defines the "X-ray hologram." TSL, as a modern, node-based shading language, offers a more intuitive and modular approach to shader development compared to traditional GLSL, facilitating the creation of such complex material properties. -
Stage 4: Polishing the Visuals: Post-Processing Effects:
The final stage of the pipeline involves a series of post-processing effects that collectively enhance the visual fidelity and reinforce the intended aesthetic. These effects are applied to the entire rendered scene to unify its appearance and add artistic flair.
Bloom: This effect selectively brightens and blurs intensely luminous areas of the image, causing them to appear to "glow" or bleed light. In this context, bloom specifically extends and amplifies the bright glow generated by the Fresnel shader on the skeleton edges, making the X-ray effect more pronounced and visually impactful.
Scan Lines: Adding subtle horizontal scan lines to the render is a classic technique used to evoke a retro or futuristic display aesthetic. Here, they contribute significantly to the "sci-fi hologram" feel, mimicking the appearance of older CRT monitors or digital readouts.
Color Grading: This process involves adjusting the color balance, contrast, and overall tone of the image to achieve a specific mood or style. For the "X-ray hologram," color grading is critical in defining the palette—likely cool blues, greens, and whites—that reinforces both the medical scan and futuristic themes.
Subtle Grain: The addition of a fine, subtle film grain introduces a slight textural imperfection, which paradoxically enhances realism and depth. It helps to break up perfectly smooth gradients and can make the digital image feel more organic and less sterile.
Collectively, these post-processing steps are not merely cosmetic; they are integral to achieving the desired sophisticated, high-fidelity visual output, transforming raw rendered data into a polished, publication-ready interactive experience.
WebGPU and TSL: A Glimpse into the Future of Web Graphics
A cornerstone of Webber’s entire Three.js fluid reveal effect pipeline is its reliance on WebGPU, facilitated by TSL (Three.js Shading Language). WebGPU is the successor to WebGL, offering a modern, low-level API for performing computations and rendering graphics on the GPU. Unlike WebGL, which is largely based on OpenGL ES and its stateful machine, WebGPU provides a more explicit, stateless, and performance-oriented API that aligns with contemporary graphics APIs like Vulkan, Metal, and DirectX 12. This allows for more efficient GPU utilization, better multi-threading capabilities, and greater control over the rendering pipeline, leading to significantly enhanced performance and visual complexity in web applications.
TSL acts as a crucial abstraction layer, simplifying shader development. Instead of writing raw GLSL (OpenGL Shading Language), which can be complex and verbose, TSL offers a node-based shading syntax. This modular approach allows developers to construct shaders by connecting various "nodes" representing different operations, making shader creation more intuitive, readable, and maintainable. A significant advantage of TSL is its ability to compile to both WebGPU and WebGL, ensuring broader compatibility. This dual-compilation capability is vital for the transition period as WebGPU adoption continues to grow across browsers. Recognizing that WebGPU support is not yet universal, Webber has proactively maintained a WebGL fallback branch on GitHub. This ensures that users on browsers without native WebGPU support can still experience a version of the effect, albeit potentially with slightly different performance characteristics, demonstrating a commitment to accessibility and broad reach. The strategic adoption of WebGPU via TSL positions this tutorial at the forefront of modern web graphics development, showcasing the capabilities that will define interactive experiences in the coming years.
Timeline and Publication Details

The tutorial, titled "Building a Dual-Scene Fluid X-Ray Reveal Effect in Three.js," was officially published on Codrops on March 23, 2026. This publication date places it firmly within the ongoing evolution of WebGPU and its increasing integration into mainstream web development. Codrops, known for its high-quality, in-depth tutorials and articles on web design and development, serves as an ideal platform for disseminating such an advanced technical demonstration. The platform’s reputation ensures that Webber’s work reaches a broad audience of professional developers and enthusiasts eager to explore cutting-edge techniques. The full source code, accompanying assets, and a detailed written guide are made openly available on Cullen Webber’s dedicated Codrops tutorial page, providing developers with all the necessary resources to understand, replicate, and adapt the effect for their own projects. This open-source approach fosters learning and innovation within the developer community.
Implications for Web Development and Interactive Experiences
Cullen Webber’s Three.js fluid reveal effect is more than just a visually impressive demonstration; it carries significant implications for the future of web development and interactive digital experiences.
Firstly, it serves as a powerful testament to the capabilities of modern web technologies. By skillfully combining Three.js, WebGPU, and TSL, Webber has demonstrated that complex, high-performance 3D graphics, traditionally associated with native applications, are now fully achievable within a standard web browser. This pushes the boundaries of what users can expect from interactive websites, moving towards richer, more immersive experiences.
Secondly, the tutorial provides an invaluable educational resource for the developer community. The detailed breakdown of the pipeline, from input processing to advanced rendering techniques like ping-pong buffers and Fresnel shaders, offers a blueprint for implementing similar sophisticated effects. Industry observers suggest that such comprehensive tutorials are crucial for accelerating the adoption of new technologies like WebGPU, as they demystify complex concepts and provide practical, real-world examples. A spokesperson for Codrops might emphasize the platform’s commitment to showcasing pioneering work like Webber’s, noting its role in inspiring and educating the next generation of web developers.
Furthermore, the "X-ray hologram" aesthetic itself opens up new creative avenues. Beyond pure demonstration, this technique could find practical applications in various sectors. In e-commerce, it could allow for dynamic product reveals, showcasing internal components or different material layers. In education and scientific visualization, it offers an engaging way to explore anatomical structures, geological layers, or mechanical systems with an interactive, diagnostic feel. Artists and designers could leverage this fluid reveal mechanism for unique interactive art installations or dynamic portfolio presentations. The blend of realism and fantastical elements offers a versatile aesthetic that can be adapted to diverse creative and functional requirements.

Finally, the project underscores the growing importance of performance optimization and efficient resource management in web graphics. The use of InstancedMesh for rendering multiple objects and DRACO compression for complex models highlights best practices for maintaining high frame rates and quick load times, even with intricate scenes. As web content becomes increasingly visually rich, these optimizations will become even more critical for delivering smooth and accessible experiences across a wide range of devices.
In conclusion, Cullen Webber’s Three.js fluid reveal effect tutorial stands as a benchmark for interactive web graphics. It not only delivers a stunning visual experience but also meticulously details the advanced technical pipeline behind it. By embracing WebGPU and TSL, Webber not only demonstrates the cutting edge of web rendering but also provides a clear pathway for other developers to explore and innovate, solidifying the web’s position as a powerful platform for immersive 3D content.
