WebGL (Web Graphics Library) is a JavaScript API that enables web browsers to render interactive 2D and 3D graphics without plugins. It provides low-level access to the device's GPU through the HTML5 canvas element, enabling web applications to render complex 3D scenes using hardware acceleration.
WebGL bridges JavaScript and the graphics pipeline. When a web page requests 3D rendering, WebGL translates those requests into OpenGL ES calls that the browser passes to the operating system's graphics drivers. The GPU executes the actual rendering by transforming vertices, applying textures, calculating lighting, and or rasterizing triangles into pixels.
Developers write shaders in GLSL (OpenGL Shading Language) to control how geometry and pixels get processed. Vertex shaders position objects in 3D space. Fragment shaders determine the color of each pixel. This programmable pipeline provides flexibility but requires understanding graphics programming concepts that most web developers don't encounter elsewhere.
The current version, WebGL 2.0, roughly corresponds to OpenGL ES 3.0 and adds features such as 3D textures, transform feedback, and multiple render targets. Browser support is effectively universal across desktop and mobile devices, though capabilities vary based on underlying GPU hardware.
Most developers don't write raw WebGL. The API is wordy and low-level. For example, displaying a rotating cube requires hundreds of lines of boilerplate code for buffers, shaders, matrices, and render loops. Libraries such as Three.js, Babylon.js, and PlayCanvas abstract away this complexity, providing scene graphs, loaders, physics, and other high-level constructs that make 3D development more accessible.
These abstractions power product configurators, data visualizations, architectural walkthroughs, browser games, and interactive storytelling experiences across the web. WebGL made 3D possible in browsers without Flash or Unity Web Player, which was a significant milestone for web platform capabilities.
WebGL's download-then-render model creates friction for complex content. Before anything appears on screen, the browser must fetch all geometry, textures, and materials. For detailed 3D models (e.g., high-resolution product scans, architectural models with millions of polygons, photogrammetry captures) this means long loading times and large data transfers. Users wait for downloads to complete before they can see anything. For industries such as retail and advertising, this wait time often hurts conversion rates.
Memory constraints compound the problem. WebGL operates within browser sandbox limits, typically restricting available memory and texture sizes. Large scenes that run fine in native applications can crash browser tabs or degrade to slideshow framerates on the web.
The rendering pipeline itself, while powerful, is showing its age. WebGL's architecture predates modern GPU features like compute shaders, mesh shaders, and ray tracing. WebGPU, a newer API currently rolling out across browsers, addresses many of these gaps, but adoption takes time and doesn't solve the fundamental content delivery challenges.
3D streaming changes the delivery model while preserving WebGL's rendering strengths. Instead of downloading complete models upfront, streaming systems deliver geometry progressively to begin rendering immediately, refining detail over time. WebGL (or WebGPU) still handles the actual rendering, but streaming optimizes how content is delivered to the renderer.
This combination preserves the benefits of local rendering (low latency, no compression artifacts, responsive interaction) while addressing WebGL's content-delivery bottleneck. Progressive streaming adapts to available bandwidth and device capabilities, making detailed 3D viable on the web without requiring users to wait for massive downloads.
Streaming video reshaped media consumption; we're doing the same for 3D. Join a small team solving tough spatial streaming, content delivery, and developer experience challenges.
Technical deep-dives on adaptive spatial streaming, the infrastructure challenges of 3D at scale, and what we're learning as we build. Written by the team doing the work.