3D Graphics Examples
Build a moving sculpture, turn sound into a point field, or perform the camera and lighting of an imported scene. These examples focus on small techniques you can change and reuse, from a single textured primitive to a layered environment.
For a first patch, start with 3D meshes below: its built-in shape needs no asset download and makes geometry, texture and rotation easy to distinguish. Choose GPU point trail to draw movement through time, or Comparing native render pipelines to explore how shading changes the character of a model.
Two rendering approaches appear here. Native processes let geometry, cameras, lights and effects travel through score’s graph. Geometry Loader supplies meshes to Model Display; Asset Loader imports scenes for Render Pipeline. Procedural generators such as Structure Synth provide shapes without a model file.
Qt Quick 3D scripts instead host a separate Qt scene inside a JavaScript/QML process. Choose those examples when you want to work in QML; they need the corresponding desktop Qt modules and do not use native scene ports. Check 3D file formats when choosing an import path, and read each example’s setup note for compute-shader, package or display requirements.
Meshes, arrays and materials
Start with a shape, then decide whether to change its construction, its surface or its movement. The array examples expose individual positions; the material and deformation examples leave the underlying source easier to recognise.
- 3D meshes: texture and rotate a built-in icosahedron.
- Structure Synth: generate a rule-based mesh on the CPU.
- Generative arc sphere: combine Structure Synth, bending and camera modulation.
- Array to triangle mesh: turn XYZ arrays into triangles.
- Generate Array: animate a point cloud from a mathematical expression.
- Math arrays to GPU geometry: compose point positions and colors independently.
- Extract Attribute: reconstruct a mesh with colors derived from an image.
- Curl Noise Geometry Filter: create fluid, swirling mesh deformation.
- Text to deformed mesh: turn text into an animated 3D shape.
- Procedural PBR material: explore changing materials with procedural textures.
Points, simulation and volumes
Use points for trails and swarms, and volumes when the interior of a field matters as much as its surface. Begin with the procedural sources before substituting your own images, sound or captured assets.
- GPU point trail: reveal the history of a moving position.
- Image to point cloud: interpret a texture as a three-dimensional shape.
- Massive Particle System: generate and animate millions of points on the GPU.
- GPU particle forces: explore collective motion under different forces.
- Sphere splats with texture feedback: let a particle effect respond to its previous image.
- Audio-reactive point geometry: deform a point cloud with sound.
- Audio-reactive volume: vary the apparent density of a fractal with audio.
- Volumetric texture viewers: show cross-sections and raymarched views of one volume.
- Heat volume to point cloud: reveal an evolving heat field as points.
- Deforming a voxel model: give a voxel asset fluid movement and outlines.
- Voxels with procedural sky: place a voxel model against volumetric clouds.
- Gaussian splat scene: view a captured scene as overlapping splats instead of a triangle mesh.
Native scene pipeline
Choose these when the camera, lighting or arrangement of imported objects is part of the performance. Start with the rendering comparison and camera blending patches, then move on to instancing and depth effects.
- Comparing native render pipelines: PBR, retro and wireframe views of one scene.
- Blending native scene cameras: switch or blend viewpoints.
- Filtering imported scene nodes: select named chess pieces.
- Orbiting glTF instances: place a model on GPU-generated points.
- Native instancing gallery: four instancing setups side by side.
- Depth halftone and neon outlines: post-process with the matching camera buffer.
- Native Sponza with depth of field: combine scene assets, skybox and keyboard navigation.
Qt Quick 3D scripts
These examples keep the 3D scene in QML while exchanging textures and control values with score. Start with the texture inlet before adapting a larger imported scene.
- Texture Inlet in Qt Quick 3D: texture a QML primitive from a score shader.
- glTF Scene with Effects: render a chess scene in QML and apply audio-reactive effects.
- Sponza Palace: use Qt Quick 3D RuntimeLoader and an HDR light probe.
Table of contents
- 3D meshes
- Array to triangle mesh
- Audio-reactive point geometry
- Audio-reactive volume
- Blending native scene cameras
- Comparing native render pipelines
- Curl Noise Geometry Filter
- Deforming a voxel model
- Depth halftone and neon outlines
- Extract Attribute
- Filtering imported scene nodes
- GPU particle forces
- GPU point trail
- Gaussian splat scene
- Generate Array
- Generative arc sphere
- Heat volume to point cloud
- Image to point cloud
- Massive Particle System
- Math arrays to GPU geometry
- Native Sponza with depth of field
- Native instancing gallery
- Orbiting glTF instances
- Procedural PBR material
- Sphere splats with texture feedback
- Sponza Palace
- Structure Synth Example
- Text to deformed mesh
- Texture Inlet in Qt Quick 3D
- Volumetric texture viewers
- Voxels with procedural sky
- glTF Scene with Effects