Real-Time WebGL and Interactive Systems by Sulman CheemaReal-Time WebGL and Interactive Systems by Sulman Cheema
Real-Time WebGL and Interactive SystemsSulman Cheema
Custom real-time graphics for the browser, written by hand in WebGL2 and GLSL: interactive 3D websites, exhibitions, generative brand worlds, data you can move through, and product showcases that render live instead of playing a video.
What we build
Custom shaders: fragment and vertex work for light, materials, noise fields and transitions.
GPU particle systems: GPGPU simulation with float render targets and ping-pong state, particles carried by curl-noise flow into shapes, type or data.
Simulation: position-based dynamics for cloth and soft materials, with stretch, shear and bend constraints and collision with surfaces.
Real-time 3D product rendering: objects rendered live with depth, materials and anisotropic filtering.
Data and generative graphics computed from real inputs, from audio spectra to published datasets.
Proof on this profile, measured on the published builds in October 2026
Over, Under: a WebGL2 weave renderer plus cloth simulation in 99 KB gzipped, 173 of 173 automated checks passed in Chromium and WebKit, 0 axe violations against WCAG 2.2 AA.
Nightjar: 15 hand-written GLSL ES 3.00 shaders in one file, 0 third-party requests, Lighthouse 100 for accessibility, best practices and SEO.
Field Recordings and Marginalia: a GPGPU particle system and a live product renderer, both falling back cleanly with WebGL disabled (0 JavaScript errors, all content still rendered).
Pricing and timeline
Every engagement is quoted to its scope after a short discovery call, so you pay for the scene you need and nothing else. Delivery runs on milestones agreed in the proposal (prototype, engine, integration, QA) rather than a fixed day count, and the schedule is set around your launch date. Fast-track delivery is available: we move your project to the front of the studio's queue and compress review cycles, priced as a separate line so you can see what speed costs.
Performance agreed in writing
Before the build starts we agree a performance budget for your target devices: frame time, payload, Lighthouse floors and accessibility level. Delivery includes a QA report that measures each one.
How it works
Discovery and a technical prototype that proves the core effect on your devices.
Art direction and the engine, built to your brand.
Integration into your site or product, with capability tiers and fallbacks.
QA across browsers and devices against the agreed budget, then handover.
Contact: WhatsApp +92 346 6616118 · Sulmancheema82@gmail.com · studio-helpers.com
FAQs

Contact for pricing
Tags
JavaScript
Motion Graphics
WebGL
3D Renderer
Creative Coding
Data Visualizer
GLSL
Interactive Design
Generative Design
Real-Time 3D
Service provided by
Sulman Cheema Islamabad, Pakistan
3
Followers
Real-Time WebGL and Interactive SystemsSulman Cheema
Contact for pricing
Tags
JavaScript
Motion Graphics
WebGL
3D Renderer
Creative Coding
Data Visualizer
GLSL
Interactive Design
Generative Design
Real-Time 3D
Custom real-time graphics for the browser, written by hand in WebGL2 and GLSL: interactive 3D websites, exhibitions, generative brand worlds, data you can move through, and product showcases that render live instead of playing a video.
What we build
Custom shaders: fragment and vertex work for light, materials, noise fields and transitions.
GPU particle systems: GPGPU simulation with float render targets and ping-pong state, particles carried by curl-noise flow into shapes, type or data.
Simulation: position-based dynamics for cloth and soft materials, with stretch, shear and bend constraints and collision with surfaces.
Real-time 3D product rendering: objects rendered live with depth, materials and anisotropic filtering.
Data and generative graphics computed from real inputs, from audio spectra to published datasets.
Proof on this profile, measured on the published builds in October 2026
Over, Under: a WebGL2 weave renderer plus cloth simulation in 99 KB gzipped, 173 of 173 automated checks passed in Chromium and WebKit, 0 axe violations against WCAG 2.2 AA.
Nightjar: 15 hand-written GLSL ES 3.00 shaders in one file, 0 third-party requests, Lighthouse 100 for accessibility, best practices and SEO.
Field Recordings and Marginalia: a GPGPU particle system and a live product renderer, both falling back cleanly with WebGL disabled (0 JavaScript errors, all content still rendered).
Pricing and timeline
Every engagement is quoted to its scope after a short discovery call, so you pay for the scene you need and nothing else. Delivery runs on milestones agreed in the proposal (prototype, engine, integration, QA) rather than a fixed day count, and the schedule is set around your launch date. Fast-track delivery is available: we move your project to the front of the studio's queue and compress review cycles, priced as a separate line so you can see what speed costs.
Performance agreed in writing
Before the build starts we agree a performance budget for your target devices: frame time, payload, Lighthouse floors and accessibility level. Delivery includes a QA report that measures each one.
How it works
Discovery and a technical prototype that proves the core effect on your devices.
Art direction and the engine, built to your brand.
Integration into your site or product, with capability tiers and fallbacks.
QA across browsers and devices against the agreed budget, then handover.
Contact: WhatsApp +92 346 6616118 · Sulmancheema82@gmail.com · studio-helpers.com
FAQs

Contact for pricing