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HTML

              
                <canvas id="c"></canvas>
    <p>
      <span id="box" class="diagram left"></span>
     Lorem ipsum dolor sit amet, consectetur adipiscing elit. Integer malesuada interdum sodales. Morbi luctus sagittis ante, ac interdum metus ornare sed. Quisque tempor urna quis sem vestibulum, 
    </p>
    <p>
      <span id="pyramid" class="diagram right"></span>
      Lorem ipsum dolor sit amet, consectetur adipiscing elit. Integer malesuada interdum sodales. Morbi luctus sagittis ante, ac interdum metus ornare sed. Quisque tempor urna quis sem vestibulum, 
    </p>
  
              
            
!

CSS

              
                #c {
  position: fixed;
  left: 0;
  top: 0;
  width: 100vw;
  height: 100vh;
  display: block;
  z-index: -1;
}
.diagram {
  display: inline-block;
  width: 5em;
  height: 3em;
}
.left {
  float: left;
  margin-right: .25em;
}
.right {
  float: right;
  margin-left: .25em;
}
p {
  margin: 1em auto;
  max-width: 500px;
  font-size: xx-large;
}

              
            
!

JS

              
                // Three.js - Multiple Scenes - v1
// from https://threejsfundamentals.org/threejs/threejs-multiple-scenes-v1.html


import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/build/three.module.js';

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas, alpha: true});

  function makeScene(elem) {
    const scene = new THREE.Scene();

    const fov = 45;
    const aspect = 2;  // the canvas default
    const near = 0.1;
    const far = 5;
    const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
    camera.position.set(0, 1, 2);
    camera.lookAt(0, 0, 0);

    {
      const color = 0xFFFFFF;
      const intensity = 1;
      const light = new THREE.DirectionalLight(color, intensity);
      light.position.set(-1, 2, 4);
      scene.add(light);
    }

    return {scene, camera, elem};
  }

  function setupScene1() {
    const sceneInfo = makeScene(document.querySelector('#box'));
    const geometry = new THREE.BoxBufferGeometry(1, 1, 1);
    const material = new THREE.MeshPhongMaterial({color: 'red'});
    const mesh = new THREE.Mesh(geometry, material);
    sceneInfo.scene.add(mesh);
    sceneInfo.mesh = mesh;
    return sceneInfo;
  }

  function setupScene2() {
    const sceneInfo = makeScene(document.querySelector('#pyramid'));
    const radius = .8;
    const widthSegments = 4;
    const heightSegments = 2;
    const geometry = new THREE.SphereBufferGeometry(radius, widthSegments, heightSegments);
    const material = new THREE.MeshPhongMaterial({
      color: 'blue',
      flatShading: true,
    });
    const mesh = new THREE.Mesh(geometry, material);
    sceneInfo.scene.add(mesh);
    sceneInfo.mesh = mesh;
    return sceneInfo;
  }

  const sceneInfo1 = setupScene1();
  const sceneInfo2 = setupScene2();

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function renderSceneInfo(sceneInfo) {
    const {scene, camera, elem} = sceneInfo;

    // get the viewport relative position of this element
    const {left, right, top, bottom, width, height} =
        elem.getBoundingClientRect();

    const isOffscreen =
        bottom < 0 ||
        top > renderer.domElement.clientHeight ||
        right < 0 ||
        left > renderer.domElement.clientWidth;

    if (isOffscreen) {
      return;
    }

    camera.aspect = width / height;
    camera.updateProjectionMatrix();

    const positiveYUpBottom = renderer.domElement.clientHeight - bottom;
    renderer.setScissor(left, positiveYUpBottom, width, height);
    renderer.setViewport(left, positiveYUpBottom, width, height);

    renderer.render(scene, camera);
  }

  function render(time) {
    time *= 0.001;

    resizeRendererToDisplaySize(renderer);

    renderer.setScissorTest(false);
    renderer.clear(true, true);
    renderer.setScissorTest(true);

    sceneInfo1.mesh.rotation.y = time * .1;
    sceneInfo2.mesh.rotation.y = time * .1;

    renderSceneInfo(sceneInfo1);
    renderSceneInfo(sceneInfo2);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();

              
            
!
999px

Console