Note: Community Groups are proposed and run by the community. Although W3C hosts these conversations, the groups do not necessarily represent the views of the W3C Membership or staff. Chairs, when logged in, may publish draft and final reports.

Please see report requirements. Publish Reports. Anyone may join this Community Group. Remember me. Log in or Request an account. Current Groups Reports About. The mission of the GPU on the Web Community Group is to provide an interface between the Web Platform and modern 3D graphics and computation capabilities present in native system platforms. The goal is to design a new Web API that exposes these modern technologies in a performant, powerful and safe manner.

This API will also expose the generic computational facilities available in today's GPUs to the Web, and investigate shader languages to produce a cross-platform solution. Please see the draft charter. The group is inviting browser engine developers, GPU hardware vendors, 3D software engineers, as well as the broader Web community who have an interest in 3D graphics and efficient computation to participate.

Dean Jackson Posted on: February 16, Ian Jacobs Posted on: February 10, Tools for this group Learn about available Community Group tools and how to configure a group's site to include links to tools on w3.

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Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I came across this proof of concept earlier today on TechCrunch. They state that they don't use webGL or any plugins yet they are able to interact directly with the GPU and render 3D visuals at up to 60 fps using nothing but Javascript.

Any ideas how this could be done, or how to access the GPU from Javascript in general without the use of plugins? I saw several references to requestAnimationFrame in their code.

This method allows one that uses a compatible browser, to display more fluid and optimized animations, with far better frame rates than setInterval based animations will ever allow you to have. This is certainly achieved by using the GPU and the available hardware background. GPU or every other hardware component cannot be accessed directly using any Javascript routines.

Instead, the browser, based on the called JS directives and the execution context, will use the GPU if possible to optimize some specific treatments, calculus and renderings.


Concerning famo. Take a look on this article for a whole explanation. They're using CSS 3D transforms. Web browsers are increasingly using hardware acceleration to do these kinds of CSS3 things. Learn more. Asked 7 years, 1 month ago.

Active 5 years, 3 months ago. Viewed 13k times. Site Address is: famo. Giles Thompson Giles Thompson 1 1 gold badge 6 6 silver badges 20 20 bronze badges. Active Oldest Votes. Halim Qarroum Halim Qarroum Thanks, so they are just using standard html5 functions? I'm slightly less impressed now, they make out like they are directly accessing GPU hardware via Javascript.

Naturally, I began thinking about all the cool possibilities this would present if this was true.

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Aahh well. They can say that they're using the GPU because this is somehow true. Nevertheless, they are not achieving this themselves, at the end, the only application that will choose whether to use the GPU or any sort of available hardware interaction is the browser itself.A human-readable summary is available. No polymorphism, no general pointers, no overloads, etc. Programs calculate values. Each value in WGSL belongs to exactly one type.

A type is a set of mathematical values. We distinguish between the concept of a type and the syntax in WGSL to denote that type. In many cases the spelling of a type in this document is the same as its WGSL syntax. The spelling is different for structure types, or types containing structures. The void type contains no values. It is used where a type is required by the language but where no values are produced or consumed. For example, it is used for the return type of a function which does not produce a value.


A type is composite if its values have a well-defined internal structure of typed components. Note: Assignment of swizzled values is not permitted SubaccessSwizzle. If s is a pointer to a structure of type Sk is the index of the foo element of Sthis evaluates to s. Subaccess k. Two types are associated with a variable: its store type the type of value that may be placed in the referenced storage and its reference type the type of the variable itself.

If a variable has store type T and storage class S, then its reference type is pointer-to-T-in-S. Ensures the execution environment allocates storage for a value of the store type, for the lifetime of the variable.

Because x is a variable, all accesses to it turn into load and store operations. However, it is expected that either the browser or the driver optimizes this intermediate representation such that the redundant loads are eliminated. A variable must not be defined in a given scope or any scope above the current one.We are excited to bring WebGPU support to Firefox because it will allow richer and more complex graphics applications to run portably in the Web.

It will also make the web platform more accessible to teams who mostly target modern native platforms today, thanks to the use of modern concepts and first-class WASM WebAssembly support.

The constructs exposed to the users reflect the basic primitives of these low-level APIs. In WebGL, a single context object is responsible for everything, and it contains a lot of associated state. In contrast, WebGPU separates these into multiple different contexts:. Overall, this separation will allow for complex applications on the web to stream data in one or more workers and create any associated GPU resources for it on the fly.

Meanwhile, the same application could be recording work on multiple workers, and eventually submit it all together to GPUQueue. This matches multi-threading scenarios of native graphics-intensive applications and allows for high utilization of multi-core processors. In WebGL, the user would create a shader program at program initialization. Later when the user attempts to use this shader program, the driver takes into consideration all the other states currently set, and may need to internally recompile the shader program.

If the driver does recompile the shader program, this could introduce CPU stalls. A pipeline state object is a combination of various states that the user creates in advance on the device — just like in native APIs.

A Taste of WebGPU in Firefox

By creating these bind groups upfront, the graphics driver can perform any necessary preparations in advance. This allows the browser to change resource bindings much faster between draw calls. Most importantly, the user has to describe the layout of resource bindings ahead of time, baking it into a GPUBindGroupLayout object. Both pipeline states and concrete bind groups know about the bind group layout as well. This knowledge serves as a contract between the shader and the API. It allows the browser or the driver to lay out resources in a way that allows faster binding.

There are public talks by the active members of the standards group, which may help better understanding of what the API is, how it evolved, and how we expect it to be used. We are also working on the shader infrastructure that would allow us to work with WebGPU Shading Language, validate it against the API expectations, and convert it to the backend shading language that is expected by the driver.

Be prepared for a bumpy ride because everything is still a work in progress! We can also execute computational workloads. This exciting work opens the doors for us to have many existing applications in the Rust ecosystem running in the browser. The first batch of these applications is wgpu-rs own examples. One major area that is missing is the error model. The actual error will be returning back to the content side asynchronously.


Implementing this error model will allow developers to iterate on code without crashing the GPU process which is typically a safe Rust panicor causing any other side effects.WebGPU is the working name for a future web standard and JavaScript API for accelerated graphics and computeaiming to provide "modern 3D graphics and computation capabilities".

It is based on concepts in VulkanMetaland Direct3D 12 and is intended to provide high performance on these modern graphics APIs across mobile and desktop platforms. Apple and Mozilla representatives also showed their prototypes built on Safari and Servo correspondingly, both of which closely replicated Metal API. At the same time they announced a technical proof of concept and proposal under the name "WebGPU", based on concepts in Apple's Metal.

At this time, all of Apple, Google, and Mozilla had experiments in the area, but only Apple's proposal was officially submitted to the "gpuweb-proposals" repository.

On June 1,citing "resolution on most-high level issues" in the cross-browser standardization effort, Google's Chrome team announced intent to implement the future WebGPU standard. From Wikipedia, the free encyclopedia. Retrieved Web interfaces. Web resource vs.

Ajax and Remote scripting vs. Namespaces Article Talk. Views Read Edit View history. By using this site, you agree to the Terms of Use and Privacy Policy. W3CApple Inc.Amazon Elastic Graphics allows you to easily attach low-cost graphics acceleration to a wide range of EC2 instances over the network. Simply choose an instance with the right amount of compute, memory, and storage for your application, and then use Elastic Graphics to add graphics acceleration required by your application for a fraction of the cost of standalone GPU instances such as G2 and G3 instances.

With Elastic Graphics, you can configure the right amount of graphics acceleration to your particular workload without being constrained by fixed hardware configurations and limited GPU selection. Elastic Graphics supports OpenGL 4. Elastic Graphics provides accelerators capable of running a variety of graphics workloads, such as 3D modeling and rendering, with similar workstation performance compared to direct-attached GPUs.

Elastic Graphics accelerators come in multiple frame buffer sizes up to 8 GiB, allowing you to achieve the optimal graphics performance for your workload for the lowest possible cost. Virginia AWS Region.


Elastic Graphics charges are based on actual usage according to the pricing listed above, regardless of the purchasing option on-demand or reserved instance of the EC2 instances to which Elastic Graphics accelerators are attached. Get started with Amazon Elastic Graphics.

WebGPU Shading Language

Workstation-Class Graphics Performance Elastic Graphics provides accelerators capable of running a variety of graphics workloads, such as 3D modeling and rendering, with similar workstation performance compared to direct-attached GPUs.

Optimized Performance and Cost Elastic Graphics accelerators come in multiple frame buffer sizes up to 8 GiB, allowing you to achieve the optimal graphics performance for your workload for the lowest possible cost. Blog posts and articles.

Get started with AWS. Sign up for an AWS account. Learn with minute Tutorials. Explore and learn with simple tutorials. Start building with AWS. Begin building with step-by-step guides to help you launch your AWS project.W3C Community Groups allow all to freely participate, and we invite browser engineers, GPU hardware vendors, software developers and the Web community to join us.

We hope this is a useful starting point, and look forward to seeing the API evolve as discussions proceed in the Community Group. There was a time where the standards-based technologies for the Web produced pages with static content, and the only graphics were embedded images. Before long, the Web started adding more features that developers could access via JavaScript.

Eventually, there was enough demand for a fully programmable graphics API, so that scripts could create images on the fly. Thus the canvas element and its associated 2D rendering API were born inside WebKit, quickly spread to other browser engines, and standardized soon afterward.

Over time, the type of applications and content that people were developing for the Web became more ambitious, and began running into limitations of the platform.

One example is gaming, where performance and visual quality are essential. Mozilla and Opera showed some experiments that exposed a 3D rendering context from the canvas element, and they were so compelling that the community decided to gather to standardize something that everyone could implement.

All the browser engines collaborated to create WebGLthe standard for rendering 3D graphics on the Web. This was the right starting place, because it made it possible to implement the same API in all browsers easily, especially since most browser engines were running on systems that had support for OpenGL.

WebGL has unleashed the power of graphics processors to developers on an open platform, and all major browsers support WebGL 1, allowing console-quality games to be built for the Web, and communities like three. Since then, the standard has evolved to WebGL 2 and, again, all major browser engines, including WebKitare committed to supporting it.

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These new APIs exist at a lower level of abstraction and, due to their reduced overhead, generally offer better performance than OpenGL. While these technologies have similar design concepts, unfortunately none are available across all platforms.

So what does this mean for the Web? These new technologies are clearly the next evolutionary step for content that can benefit from the power of the GPU. The success of the web platform requires defining a common standard that allows for multiple implementations, but here we have several graphics APIs that have nuanced architectural differences. In order to expose a modern, low-level technology that can accelerate graphics and computation, we need to design an API that can be implemented on top of many systems, including those mentioned above.

Instead we need to evaluate and design a new web standard that provides a core set of required features, an API that can be implemented on a mix of platforms with different system graphics technologies, and the security and safety required to be exposed to the Web.

We also need to consider how GPUs can be used outside of the context of graphics and how the new standard can work in concert with other web technologies. The standard should expose the general-purpose computational functionality of modern GPUs.

Its design should fit with established patterns of the Web, to make it easy for developers to adopt the technology.

Cloud GPUs

It needs to be able to work well with other critical emerging web standards like WebAssembly and WebVR. And most importantly, the standard should be developed in the open, allowing both industry experts and the broader web community to participate.

The W3C provides the Community Group platform for exactly this situation. We anticipated the situation of next-generation graphics APIs a few years ago and started prototyping in WebKit, to validate that we could expose a very low-level GPU API to the Web, and still get worthwhile performance improvements. Our results were very encouraging, so we are sharing the prototype with the W3C Community Group.

We will also start landing code in WebKit soon, so that you can try it out for yourself. Other browser engines have made their own similar prototypes. It will be exciting to collaborate with the community and come up with a great new technology for graphics. In fact, that is where some of the efficiencies come from. Rather than setting up state before each draw operation, WebGPU allows you to create and store objects that represent state, along with objects that can process a set of commands.

This way we can do some validation up front as the states are created, reducing the work we need to perform during a drawing operation. A WebGPU context exposes graphics commands and parallel compute commands.

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