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Fibbl Has Powered 50 Million Interactive 3D and AR Product Experiences Online

From April 2024 to March 2026, Fibbl's 3D visualization platform recorded 50 million end-user interactions with interactive 3D and AR product experiences across its global client network — across footwear, bag and luggage brands.

Two years ago, most product pages looked the same: four or five flat images, a size guide, and an Add to Cart button. Today, a growing number of the world’s most recognized consumer brands have replaced that experience with something fundamentally different — a live, rotatable, zoomable 3D product viewer, or an AR try-on that places the product in the customer’s hands before they buy.

Fibbl, the Swedish 3D visualization platform, has been the infrastructure behind that shift. Between April 2024 and March 2026, Fibbl recorded 50 million end-user interactions with interactive 3D and AR product experiences across its client network. That number represents real shoppers — rotating shoes, examining bag stitching, launching AR previews, spending time with products in ways that static photography simply cannot enable.


The Brands Behind the Number

The 50 million interactions span a range of global brands that have integrated Fibbl’s 3D pipeline into their e-commerce and marketing operations.

Footwear and apparel: GANT, ECCO, Björn Borg, Gola, Kybun Joya, Bexley Outdoor and performance: Arc’teryx, Mammut Luggage and travel: Samsonite, TUMI, American Tourister Retail: Intersport

These are not pilot projects or limited rollouts. These are brands operating at scale — across multiple markets, multiple product categories, and millions of customers — who have made 3D visualization a permanent part of their product content infrastructure.


What an Interaction Actually Means

In Fibbl’s measurement framework, an interaction is recorded when an end user actively engages with a 3D or AR product experience: rotating a model, zooming into detail, switching colorways in 3D, or launching an AR session to view a product in their physical environment.

This is not a passive pageview. It is a deliberate act of product exploration.

That distinction matters because it reflects intent. A customer who spends time rotating a shoe from every angle, examining the sole construction, checking the heel detail — that customer is not browsing. They are evaluating. They are closer to a purchase decision than any customer who scrolled past a flat image.

The data bears this out. Across Fibbl’s client network, brands have recorded up to 80% increases in time spent on product pages where 3D experiences are active. Engaged time is one of the strongest proxies for purchase intent in e-commerce. Doubling it is not a marginal improvement — it is a structural change in how customers relate to a product before they buy.

Andre Lago, Global E-commerce Director at GANT, frames the underlying problem directly:

“Fibbl’s technology helps address one of the biggest challenges we face in digital commerce: the difficulty of experiencing products — touching, feeling, and trying them on — through a screen.”

— Andre Lago, Global E-commerce Director, GANT

That gap between physical and digital product experience is what 50 million interactions represent an attempt to close.


What the Conversion Data Shows

The time-on-page signal is directional. The conversion data is concrete.

GANT, one of Europe’s most recognized lifestyle and footwear brands, deployed Fibbl’s 3D visualization across its e-commerce operation. The results across 13 markets: a +6.3% increase in conversion rate on product pages featuring interactive 3D experiences.

The effect extended into paid media. When GANT used Fibbl-rendered 3D assets as the creative input for Meta Dynamic Product Ads, performance improved significantly: +30.27% click-through rate and +13.79% return on ad spend compared to campaigns running standard 2D photography.

These are not soft engagement metrics. CTR and ROAS are the numbers performance marketing teams are accountable for. A 30% improvement in CTR at scale is material — it compounds across every impression, every campaign, every market.

The mechanism behind those numbers is customer confidence. Edouard Wattel, VP Digital & E-commerce at Samsonite Europe, describes it in terms that apply across every category in Fibbl’s network:

“This collaboration enables us to offer an immersive, interactive shopping experience that closely mirrors the in-store feel our customers love. We’re making it easier for our customers to explore and understand our products in rich detail from any device, ultimately building confidence and enhancing their journey from browsing to purchase.”

— Edouard Wattel, VP Digital & E-commerce, Samsonite Europe

Confidence is the conversion lever. A customer who has examined every angle of a product, seen how it moves, placed it in AR in their own home — that customer has already made most of the purchase decision before they reach the checkout.


Why 3D Changes the Equation

The conventional product photography workflow is expensive, slow, and brittle. A brand with 500 SKUs needs to photograph each product for every channel, every market, every format — e-commerce thumbnails, zoom images, lifestyle shots, video, social assets. When brands need to update the content, the entire process restarts.

Fibbl’s model is different. A product is scanned once. That single 3D asset then outputs everything: interactive viewers, AR experiences, static product images at any angle, video, and — through Fibbl’s AI Studio — generative lifestyle scenes using the real product geometry as the source of truth.

The implication is significant. A brand doesn’t have to choose between operational efficiency and content quality. The same asset that eliminates a photography reshoot also enables an AR try-on and a generative campaign image. The 3D scan is the master record. Every output flows from it.


50 Million as a Signal, Not a Milestone

The 50 million figure matters less as a round number than as evidence of something structural: consumer appetite for interactive product experiences is real, durable, and growing.

These interactions didn’t happen because brands forced customers into a new interface. They happened because customers, given the choice between a flat image and a live 3D model, chose to engage. Fifty million times.

For brands still investing primarily in 2D photography workflows, that number is a leading indicator. The customers they’re trying to convert have already demonstrated — at scale, across categories, across markets — that they will spend more time with products when the experience is interactive. They will click more. They will buy more.

Karl Müller, Co-CEO of Kybun Joya, puts the competitive logic plainly:

“We cannot win by being bigger. We must win by being smarter — and by giving our customers the best possible experience.”

— Karl Müller, Co-CEO, Kybun Joya

That is the strategic choice embedded in 50 million interactions. Not scale for its own sake. A better experience, consistently delivered, that compounds into conversion, loyalty, and margin.

The question for any brand operating a product page in 2026 is no longer whether 3D visualization works. It is how long they can afford to operate without it.


Fibbl is a 3D visualization platform for consumer brands. From a single 3D scan, Fibbl generates interactive product viewers, AR experiences, static imagery, video, and AI-generated scenes — replacing the traditional 2D photography workflow with a unified 3D content pipeline. Clients include GANT, ECCO, Arc’teryx, Mammut, Samsonite, TUMI, American Tourister, Kybun Joya, Gola, Björn Borg, Intersport, and Bexley.

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Rickard lönn lindau - chief growth officer
Johan bertilsson - co founder
Rickard lönn lindau - chief growth officer
Johan bertilsson - co founder
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