img2threejs
img2threejs reconstructs a 3D object from a single reference image as a procedural Three.js model using code-only, token-efficient, staged pipeline with quality gates, producing animation-ready Three.js groups.
It demonstrates a complete visually rich WebGL scene made entirely from procedural generation, including GPU texture baking, synthesized audio, vegetation, terrain, and a character, with no image, model, or audio files.
A first-person walk down a winding jungle trail into overgrown stone ruins with a waterfall, built in Three.js with zero external art assets. Every texture, mesh and sound in the scene is generated procedurally in code. There are no image files, no models, no audio recordings and no material libraries: the leaf atlas, the bark, the ground, the stone, the character's skin and all sixty audio buffers are computed at load time.
Live: https://starknightt.github.io/jungle-trail/
There is no build step. The page is plain ES modules with an importmap, so it only needs a static file server.
git clone https://github.com/StarKnightt/jungle-trail.git
cd jungle-trail
npm run serve
Then open http://localhost:8099/. Any other static server works equally well;
opening index.html from the filesystem does not, because ES modules and workers
need a real origin.
npm install is only needed for the capture tools in tools/, which use
Playwright. The game itself does not need it.
| Input | Action |
|---|---|
| Click | Lock the pointer |
| Mouse | Look |
| W A S D | Move |
| Shift | Sprint |
| Space | Jump |
| 1 - 5 | Teleport along the trail |
The teleport keys are 1 trailhead, 2 mid trail, 3 ruins approach, 4 temple clearing, 5 the falls.
6.2 - 8.7 ms per frame on an RTX 4060 at 1600x900, at roughly 1,000 draw calls and 5.8 - 6.6 M triangles. The game caps itself at 60 fps; there is no reason for a walking-pace scene to render at 300.
**GPU tex
A fully procedural first-person jungle in Three.js. Zero external art assets - every texture, mesh and sound generated in code.
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