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title: ThreeGen
emoji: π§
colorFrom: blue
colorTo: purple
sdk: gradio
sdk_version: "5.29.0"
app_file: app.py
pinned: false
tags:
- build-small
- off-brand
- tiny-titan
- best-demo
- track:wood
- sponsor:openai
- achievement:offbrand
- achievement:fieldnotes
---
# π§ ThreeGen
**Describe a 3D scene, get clean Three.js code.**
Type a prompt. A 3B model emits a JSON scene graph. A deterministic compiler turns it into a live Three.js preview with copy-paste-ready code.
## What it does
ThreeGen converts natural-language prompts into interactive 3D scenes. You describe an object β a star badge, a stack of neon cubes, a glass torus knot β and get a self-contained `.html` file you can open in any browser. The preview in the app is the exact same code that ends up in the Code tab: no divergence between "preview" and "output."
## The problem and the approach
Small models can't write Three.js directly β they hallucinate method names, invent APIs, and produce broken code at high rates. ThreeGen sidesteps this by splitting the job in two:
1. **The model writes structured JSON** β a narrow, validated scene graph (objects, materials, layout, animations). This is a small, learnable format even a 3B model handles well.
2. **A deterministic compiler writes Three.js** β `compiler.py` translates the scene graph into guaranteed-valid code, applies version-pinned Three.js r160, handles lighting, bloom, OrbitControls, and async font loading.
The model never touches the Three.js API. The preview never breaks on a bad token.
```
prompt β Qwen2.5-Coder-3B β JSON scene graph β validate/repair β compiler β Three.js HTML
```
## Features
- **Primitives** β box, sphere, cylinder, cone, torus, torus knot, icosahedron, plane, ring, capsule, and more
- **Extruded shapes** β star, heart, arrow, hexagon, shield, custom SVG paths
- **3D text** β FontLoader + TextGeometry, composited into extruded badge templates
- **Deterministic templates** β star badge, shield badge: the model picks shape + colors, Python handles layout
- **Scene-graph groups** β hierarchical `THREE.Group()` with row / column / stack / grid layout, nested groups supported
- **Materials** β glass, metal, neon glow, chrome, matte, wireframe, with roughness/metalness control
- **Live preview** β iframe with OrbitControls (drag to orbit, scroll to zoom)
- **Copy-paste code** β the Code tab is the complete HTML file; save it, double-click, done
- **Lighting + glow controls** β ambient, directional, environment map, UnrealBloomPass strength slider
## Built small
Runs on **Qwen2.5-Coder-3B-Instruct** β a 3-billion-parameter model β on a single ZeroGPU T4. The model's job is intentionally narrow: emit a small JSON schema, not write a graphics library. Reliability comes from the compiler, not from model size.
## Demo
Demo video: [https://youtu.be/1NUB0DOGgcA](https://youtu.be/1NUB0DOGgcA)
Social post: [https://x.com/i/status/2066608249064030439](https://x.com/i/status/2066608249064030439)
## How it works (technical)
**Pipeline:**
1. `llm.py` β loads the model (or returns a mock for local dev), assembles a system prompt with the scene schema and ~30 few-shot examples, runs greedy generation, extracts the first valid JSON block from the output
2. `scene.py` β Pydantic v2 models for every node type (`Obj`, `ExtrudeNode`, `Text3DNode`, `GroupNode`, `Animation`); validators clamp out-of-range values and repair missing fields; `_parse_scene_item` dispatches on `"type"`
3. `compiler.py` β walks the scene graph with a `_Ctx` context object, emits Three.js JS for each node type, collects async font jobs for `Text3DNode`; wraps everything in an `async IIFE` inside a single self-contained HTML file with an importmap pinned to Three.js r160
4. `app.py` β Gradio 6 UI with ZeroGPU `@spaces.GPU` decorator; `generate()` builds the scene and compiles HTML; `rerender()` recompiles from cached scene JSON with new style/glow values without re-running the model
**Three.js output** uses a version-pinned importmap (`r160`) so the generated code remains valid regardless of CDN updates. All add-ons (OrbitControls, EffectComposer, UnrealBloomPass, RoundedBoxGeometry, FontLoader) are loaded from the same pinned release.
## Future work
- **Bloc3D mesh extension** β extend the pipeline to emit geometry for actual mesh generation (the project's longer-term goal)
- **Fine-tuning** β synthetic promptβJSON pairs on a 0.5B model to push reliability further down in parameter count
- **More templates** β coin, ribbon, seal; parameterized layout macros
## Files
| file | role |
|---|---|
| `scene.py` | scene DSL schema, Pydantic validation, node types |
| `llm.py` | model load, few-shot prompt, JSON extraction, mock fallback |
| `compiler.py` | scene graph β standalone Three.js HTML |
| `app.py` | Gradio UI, ZeroGPU wiring, style/glow controls |
## GitHub
[https://github.com/bolajiev/ThreeGen](https://github.com/bolajiev/ThreeGen)
## Local dev
```bash
pip install -r requirements.txt
# No model download, no GPU β instant iteration:
MOCK=1 python app.py
# Real model:
python app.py
```
|