--- title: ThreeGen emoji: 🧊 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 --- # 🧊 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 promptβ†’JSON 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 ```