Next-Generation 3D Graphics on the Web
summary
Covers practical tools and measurable gains: a ready-to-use model-viewer custom element with AR, accessibility, and a single offscreen WebGL context plus IntersectionObserver/ResizeObserver to render many embedded models; current WebGL hits ~1,000 draw-call limits and an eight-context cap, while early WebGPU demos deliver 3x more draw calls and native-like scale (approaching 10,000 objects). WebGPU exposes GPU compute and shared memory, reducing redundant memory loads (example: 400→64 loads) and promising up to 10x TensorFlow.js speedups.
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chapters (10)
- 0:00The history of WebGL
- 2:07WebGL basics and frameworks
- 3:48Modern WebGL use cases
- 5:36Mixing WebGL with HTML
- 8:25Simplifying WebGL workflows
- 10:23Building 3D web components
- 14:01Introduction to WebGPU
- 17:55Performance benefits of WebGPU
- 20:06Understanding GPU compute
- 30:40The future of GPU on the web
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