You got a lot farther than me when I tried Three.js before hitting performance problems. I was trying to make a WebGL 3d warehouse visualization app: http://chir.ag/projects/wh/ and stopped because it was too slow once I loaded 1000 bins. I also never quite figured how to handle rotation/panning nicely (src: http://chir.ag/projects/wh/main.js). I came up with a shorthand http://chir.ag/projects/wh/bins/wh.txt that expands to http://chir.ag/projects/wh/bins/bins.php - I was going to make it an easy to use app where you could describe how the warehouse was organized with 20-30 lines of bin#s and positions and let the system generate the rest. Then it could parse APIs containing various properties per bin (full/empty, inventory amount, frequency of usage, days-since-last-used etc.) Clicking on any bin would open up a panel with more information and you'd have filtering/highlighting capability for the whole warehouse.
I made good progress initially but got busy with life and never got around to solving the too-many-bins problem. I still don't know how to improve the performance. Even when entire objects are outside the view, they still take up resources and time. I see you mentioned LOD support in Three.js - no idea if it would help me or not because each object is already as simple as it can be - just a box.
If someone wants to hack on this and make it functional, I'll help however I can.