Technologies
There is no best one. There is a best one for a target.
Answer three questions about what you are building, who has to be able to run it, and how much of the plumbing you want to write yourself. The answer comes with its reasoning, and with what the other three would have cost you.
This is a rule of thumb, not a verdict — the scoring is a few dozen lines you can read in lib/chooser.ts. The one hard rule is compute: WebGL has no compute stage, so no amount of preference makes it an option there.
Or read them side by side
Every one of these renders the same reference scene, so the only thing that differs between the pages is the code you have to write around it.
WebGL
Open →Browser API · GLSL
The baseline. Everything on this site runs on it.
WebGPU
Open →Browser API · WGSL
The successor. Stricter, far more capable, and finally shipping.
Three.js
Open →Library · scene graph
A scene, not a pipeline. The default answer for most 3D on the web.
vgpu
Open →Library · WebGPU + WGSL
A small typed layer over WebGPU that also runs headless.