What problem does it solve? Setting up a Three.js renderer involves many subtle configuration choices, and common mistakes like uncapped pixel ratios, wrong texture color spaces, or missing updateProjectionMatrix calls cause performance problems and visual bugs that are hard to diagnose. ## Core Features & Use Cases - Renderer Initialization: Provides the correct WebGLRenderer setup pattern with capped pixel ratio, sRGB output color space, ACES/AgX tone mapping, and shadow map configuration. - Anti-Pattern Detection: Documents 10 concrete anti-patterns (uncapped devicePixelRatio, changing shadowMap.type at runtime, forgetting renderer.dispose) with wrong code, failure explanations, and corrections. - Camera and Render Target Guidance: Covers PerspectiveCamera, OrthographicCamera, ArrayCamera, CubeCamera, WebGLRenderTarget, viewport/scissor multi-pass rendering, and async shader compilation. - Use Case: When building a Three.js scene that renders washed out or stutters on high-DPI mobile screens, consult this Skill to fix the color space assignments and cap the pixel ratio. ## Quick Start Set up a Three.js renderer with proper tone mapping, shadow maps, resize handling, and an animation loop for my scene.