Ken Russell 🇺🇦 retweeted
Khronos will host a WebGL+WebGPU BOF at SIGGRAPH 2026 in Los Angeles on Wednesday, July 22 at 9:00 AM. (Full schedule coming soon.) Do you have a product or demo based on these APIs that you would like to share? If so, please email events@khronosgroup.org and we'll add you.
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Ken Russell 🇺🇦 retweeted
A visual comparison of HTML-in-Canvas vs rasterizing DOM to a canvas texture (side-by-side below, compare average capture times)
Existing approaches to pull web content into canvas are slow and lossy:
- Animations glitch, or don't play at all
- CSS replication is imprecise
- d, other animations lag
HTML-in-Canvas (texElementImage2D) lets the browser's own compositor map CSS layouts, animations, and transitions precisely into canvas/WebGL textures — one native call instead of thousands of JS style reads.
It's currently available behind an experimental Chrome flag.
Really cool, and I can't wait for it to become mainstream.
Existing approaches to pull web content into canvas are slow and lossy:
- Animations glitch, or don't play at all
- CSS replication is imprecise
- d, other animations lag
HTML-in-Canvas (texElementImage2D) lets the browser's own compositor map CSS layouts, animations, and transitions precisely into canvas/WebGL textures — one native call instead of thousands of JS style reads.
It's currently available behind an experimental Chrome flag.
Really cool, and I can't wait for it to become mainstream.
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Ken Russell 🇺🇦 retweeted
Just Implemented headless MCP server that gives Claude direct access to Metal GPU traces for any WebGPU app in seconds.
This could completely change web 3D workflows.
That report took under a minute. 💯😭🙌
This could completely change web 3D workflows.
That report took under a minute. 💯😭🙌
Was stuck trying to understand why my shaders were slow and why VRAM usage was exploding.
Then I discovered you can connect Claude directly to Xcode.
30 minutes later, I had an app where you plug in a website and get a GPU Overview, Metal Trace summary, and full Metal capture.
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Ken Russell 🇺🇦 retweeted
Finally making a @threejs example with @shotamatsuda's geospatial volumetric clouds ~ ☁️
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Ken Russell 🇺🇦 retweeted
We are seeking short talks, demos, and presentations that showcase real world use of #WebGL, #WebGPU, #glTF, and #Gaussian Splatting for the 3D on the Web special event during GDC.
To submit a 10 minute talk or demo, please email your description to events@khronosgroup.org
To submit a 10 minute talk or demo, please email your description to events@khronosgroup.org
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Ken Russell 🇺🇦 retweeted
This is three.js running on the Exosphere. 🤯
Rendering in realtime from a browser at 8K / 60fps.
Here’s how Shopify just pulled it off 👇
Rendering in realtime from a browser at 8K / 60fps.
Here’s how Shopify just pulled it off 👇
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Glad to see this case study finally published! It's a success story of bringing a highly successful, Unity-based mobile app to the web. Game (and other) developers can draw from this experience and be confident in deploying their apps to the web!
This informative use cases showcases how Google Chrome and Red Games Co. utilized WebGL to develop a web-based version of Crayola's Create and Play application.
khronos.org/blog/google-an…
#webgl #graphics #webgames #developers #programming
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Ken Russell 🇺🇦 retweeted
Made a version with SSR and only the AO from SSGI.
codepen.io/mrdoob_/full/L…
codepen.io/mrdoob_/full/L…
It's wild that I can now do quick experiments like these in under an hour just by chatting with claude code.
codepen.io/mrdoob_/full/e…
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Ken Russell 🇺🇦 retweeted
Manipulating joints of a large number of six-leged insects. Try tilt their house with orbit controls.
Made with #threejs TSL
live demo (all source code is in html of the page) -> mameson.com/experiment/gls…
Made with #threejs TSL
live demo (all source code is in html of the page) -> mameson.com/experiment/gls…
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