惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

G
Google Developers Blog
S
Schneier on Security
The Hacker News
The Hacker News
P
Proofpoint News Feed
Spread Privacy
Spread Privacy
L
LINUX DO - 热门话题
L
Lohrmann on Cybersecurity
I
Intezer
cs.AI updates on arXiv.org
cs.AI updates on arXiv.org
www.infosecurity-magazine.com
www.infosecurity-magazine.com
Schneier on Security
Schneier on Security
Security Latest
Security Latest
AWS News Blog
AWS News Blog
B
Blog RSS Feed
Microsoft Security Blog
Microsoft Security Blog
有赞技术团队
有赞技术团队
博客园 - 叶小钗
The Last Watchdog
The Last Watchdog
O
OpenAI News
月光博客
月光博客
Hacker News: Ask HN
Hacker News: Ask HN
阮一峰的网络日志
阮一峰的网络日志
S
Security @ Cisco Blogs
Google Online Security Blog
Google Online Security Blog
云风的 BLOG
云风的 BLOG
奇客Solidot–传递最新科技情报
奇客Solidot–传递最新科技情报
Latest news
Latest news
P
Palo Alto Networks Blog
Last Week in AI
Last Week in AI
M
MIT News - Artificial intelligence
Google DeepMind News
Google DeepMind News
P
Proofpoint News Feed
C
CERT Recently Published Vulnerability Notes
Apple Machine Learning Research
Apple Machine Learning Research
U
Unit 42
PCI Perspectives
PCI Perspectives
博客园 - 聂微东
SecWiki News
SecWiki News
宝玉的分享
宝玉的分享
Forbes - Security
Forbes - Security
H
Heimdal Security Blog
cs.CL updates on arXiv.org
cs.CL updates on arXiv.org
Hugging Face - Blog
Hugging Face - Blog
freeCodeCamp Programming Tutorials: Python, JavaScript, Git & More
T
Troy Hunt's Blog
博客园 - 三生石上(FineUI控件)
Application and Cybersecurity Blog
Application and Cybersecurity Blog
罗磊的独立博客
WordPress大学
WordPress大学
D
Darknet – Hacking Tools, Hacker News & Cyber Security

WebGL Fundamentals

WebGL Using 2 or More Textures WebGL Implementing DrawImage WebGL 2D Matrices WebGL Implementing A Matrix Stack WebGL 2D Rotation WebGL 2D Scale WebGL 2D Translation WebGL - Rasterization vs 3D libraries WebGL 3D - Cameras WebGL 3D Geometry - Lathe WebGL 3D - Directional Lighting WebGL 3D - Point Lighting WebGL 3D - Normal Mapping WebGL 3D - Spot Lighting WebGL - Orthographic 3D WebGL 3D Perspective Correct Texture Mapping WebGL 3D Perspective WebGL Textures WebGL and Alpha WebGL - Animation WebGL Anti-Patterns WebGL Attributes WebGL Boilerplate WebGL - Cross Origin Images WebGL Cross Platform Issues WebGL Cubemaps WebGL 3D - Data Textures WebGL - Drawing Multiple Things WebGL Drawing Without Data WebGL Environment Maps (reflections) WebGL Fog WebGL Framebuffers WebGL Fundamentals WebGL GPGPU WebGL How It Works WebGL Image Processing Continued WebGL Image Processing WebGL Indexed Vertices WebGL Optimization - Instanced Drawing WebGL - Less Code, More Fun WebGL Load Obj with Mtl WebGL Load Obj WebGL Matrices vs Math Matrices WebGL Multiple Views, Multiple Canvases WebGL Picking WebGL Planar and Perspective Projection Mapping WebGL Points, Lines, and Triangles WebGL Post Processing WebGL Precision Issues WebGL Pulling Vertices Accessing textures by pixel coordinate in WebGL2 A simple way to show the load on the GPU's vertex and fragment processing? Apply a displacement map and specular map Can anyone explain what this GLSL fragment shader is doing? Can I mute the warning about vertex attrib 0 being disabled? Create image warping effect in WebGL Creating a smudge/liquify effect How to draw Depth Sprites Determine min/max values for the entire image Don't blend a polygon that crosses itself Drawing 2D image with depth map to achieve pseudo-3D effect Drawing a heightmap Drawing layers with different points Drawing Many different models in a single draw call Drawing textured sprites with instanced drawing Efficient particle system in javascript? (WebGL) Emulating palette based graphics in WebGL FPS-like camera movement with basic matrix transformations Get the size of a point for collision checking GLSL shader to support coloring and texturing How can I compute for 500 points which of 1000 line segments is nearest to each point? How can I create a 16bit historgram of 16bit data How can I get all the uniforms and uniformBlocks How can I move the perspective vanishing point from the center of the canvas? How to Achieve Moving Line with Trail Effects How to bind an array of textures to a WebGL shader uniform? How to blend colors across 2 triangles How to combine more text drawing into fewer draw calls How to control the color between vertices How to create a torus How to detect clipped triangles in the framgment shader How to determine the average brightness in a scene? How to draw correctly textured trapezoid polygons How to fade the drawing buffer How to figure out how much GPU work to do without crashing WebGL How to get audio data into a shader How to get code completion for WebGL in Visual Studio Code How to get the 3d coordinates of a mouse click How to get pixelize effect in webgl? How to implement zoom from mouse in 2D WebGL How to import a heightmap in WebGL How to load images in the background with no jank How to make a smudge brush tool How to make WebGL canvas transparent How to optimize rendering a UI How to prevent texture bleeding with a texture atlas How to process particle positions How to read a single component with readPixels How to render large scale images like 32000x32000 How to simulate a 3D texture in WebGL
Rendering slowly over time
WebGLFundame · 2025-02-26 · via WebGL Fundamentals

Question:

We are building a WebGL application that has some high render-load objects. Is there a way we can render those object outside of browser-paint time, i.e. in the background? We don't want our FPS going down, and breaking up our rendering process is possible (to split between frames).

Answer:

Three ideas come to mind.

  1. You can render to a texture via a framebuffer over many frames, when you're done you render that texture to the canvas.
  1. You can make 2 canvases. A webgl canvas that is not in the DOM. You render to it over many frames and when you're done you draw it to a 2D canvas with ctx.drawImage(webglCanvas, ...) This is basically the same as #1 except you're letting the browser "render that texture to a canvas" part
  1. You can use OffscreenCanvas and render in a worker. This has only shipped in Chrome though.

Note that if you DOS the GPU (give the GPU too much work) you can still affect the responsiveness of the main thread because most GPUs do not support pre-emptive multitasking. So, if you have a lot of really heavy work then split it up into smaller tasks.

As an example if you took one of the heaviest shaders from shadertoy.com that runs at say 0.5 fps when rendered at 1920x1080, even offscreen it will force the entire machine to run at 0.5 fps. To fix you'd need to render smaller portions over several frames. If it's running at 0.5 fps that suggests you need to split it up into at least 120 smaller parts, maybe more, to keep the main thread responsive and at 120 smaller parts you'd only see the results every 2 seconds.

In fact trying it out shows some issues. Here's Iq's Happy Jumping Example drawn over 960 frames. It still can't keep 60fps on my late 2018 Macbook Air even though it's rendering only 2160 pixels a frame (2 columns of a 1920x1080 canvas). The issue is likely some parts of the scene have to recurse deeply and there is no way knowing before hand which parts of the scene that will be. One reason why shadertoy style shaders using signed distance fields are more of a toy (hence shaderTOY) and not actually a production style technique.

Anyway, the point of that is if you give the GPU too much work you'll still get an unresponsive machine.

The question and quoted portions thereof are CC BY-SA 4.0 by Shukant Pal from here