I Built a Mini 3D Rendering Engine Using Just Canvas & Math
Most people use libraries like Three.js or WebGL to render 3D graphics on the web.

I didn’t.
Instead, I decided to reinvent the wheel — and honestly, it was one of the most fun and eye-opening things I’ve done.
In this article, I’ll walk you through how I built a fully interactive 3D cube using just the HTML Canvas and math — no 3D frameworks at all.
Live Demo: click here
Source Code: GitHub repo
🎯 Why I Did This
I wanted to understand:
How 3D actually works behind the scenes
How objects are rotated in space
How 3D coordinates become 2D pixels
And the best way to learn that?
👉 Build it yourself.
🧊 Step 1: Representing a Cube in 3D
A cube is just 8 points in 3D space.
In my code, I defined them like this conceptually:
Each vertex has
(x, y, z)Values go from
-25to25to center the cube
So imagine something like:
Front face → z = +25
Back face → z = -25
This gives us a cube centered around the origin.
🔗 Step 2: Connecting the Dots (Edges)
Points alone don’t make a cube — we need lines.
So I defined connections between vertices like:
Top square
Bottom square
Vertical edges
This creates a wireframe cube.
🔄 Step 3: Rotating the Vector
This is where things get interesting.
To rotate a point in 3D, we use rotation formulas.
For example, rotating around one axis:
Mixes two coordinates
Keeps one unchanged
In my implementation, I rotated points step by step:
Rotate in one plane
Then another
So each vertex gets transformed like:
👉 original → rotated → moved → projected
This is handled by a transformation pipeline in my code.
📏 Step 4: Converting 3D → 2D (Projection)
This is the most important part.
We can’t display 3D directly on a screen — we need to project it into 2D.
The magical formula:
x' = x / z
y' = y / z
This creates a perspective effect:
Far objects look smaller
Near objects look bigger
🖥️ Step 5: Mapping to Screen Coordinates
After projection, values are between -1 and 1.
But the canvas needs pixel values.
So I mapped them like:
Center → middle of canvas
Scale → fit entire cube
This step converts math into actual pixels.
🎨 Step 6: Drawing on Canvas
Now comes the fun part — rendering.
I built small helper functions:
Draw a point
Draw a line
Fill a face
Then for each frame:
Transform all vertices
Project them
Draw them
🟦 Step 7: Adding Colors (Faces)
A cube has 6 faces.
To make it look solid:
I grouped vertices into faces
Assigned each face a color
Drew them in order
But there’s a catch 👇
🧠 Step 8: Depth Sorting (Painter’s Algorithm)
If you draw faces randomly, they overlap incorrectly.
So I:
Calculated average depth (z) of each face
Sorted them from far → near
Drew them in that order
This creates a proper 3D illusion.
🖱️ Step 9: Interaction (Drag to Rotate)
I added mouse + touch support:
Drag left/right → rotate horizontally
Drag up/down → rotate vertically
When not dragging:
- Cube slowly auto-rotates
This makes it feel alive.
⚙️ Step 10: Customization Panel
One of the coolest parts I built:
👉 A UI to edit the cube itself
You can:
Add/remove vertices
Change coordinates
Define edges manually
This turns the cube into a mini 3D editor.
🔁 Step 11: The Render Loop
Everything runs inside a loop:
Clear canvas
Transform vertices
Draw cube
Repeat
This creates smooth animation (~60 FPS).
💡 What I Learned
This project taught me:
3D is just math (vectors + transformations)
Perspective is just division
Rendering = drawing in the right order
Libraries like Three.js hide a LOT of complexity
🚀 Final Thoughts
Reinventing the wheel is often discouraged…
But sometimes, it’s the best way to truly understand things.
If you’re learning graphics, I highly recommend trying this.
Not for production.
But for clarity.