Web Graphics – Past, Present and Future
Thursday, September 09, 2010
Recently, we posted about the work we’re doing to re-architect Chromium’s graphics stack and use the GPU to accelerate rendering. As we mentioned last time, this work will help ensure that developers can take full advantage of emerging graphics standards like 3D CSS and WebGL in Chromium. To get more feedback about these cool new features, we’re enabling hardware compositing along with 3D CSS transforms and WebGL on the trunk (coming soon to the dev channel). These new capabilities are major additions to the web platform, so we wanted to take the time to provide some background information and explain how these new capabilities fit into the web.
SVG and canvas: dynamic 2D
Until recently, it wasn’t possible to create any dynamic (i.e. non-image) graphics on the web without a plug-in. Starting in 2005, this began to change as browsers began to add Scalable Vector Graphics (SVG) and HTML 2D canvas element support. Both SVG and 2D canvas allow you to compose a 2D image at run time and manipulate it to achieve animation effects, but they vary greatly in their approach to specifying how you draw an image.
<?xml version="1.0"?>
<!DOCTYPE svg PUBLIC
"-//W3C//DTD SVG 1.1//EN"
"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<path style="stroke-width:1; fill:rgb(246,127,0); stroke:none" d="M204.33 13..."/>
<path style="stroke-width:1; fill:rgb(0,0,0); stroke:none" d="M203.62 139.62..." />
<path style="stroke-width:1; fill:rgb(255,246,227); stroke:none"
d="M363.73 85.73 C359.27 86.29 355.23 86.73..."/>
</svg>
*note: ellipses replace many more points
d = document.getElementById("c");
c = d.getContext("2d");
...
i = 25;
while (i--) {
c.beginPath();
...
q = (R / r - 1) * t;
// create hypotrochoid from current mouse position, and setup variables (see: http://en.wikipedia.org/wiki/Hypotrochoid)
x = (R - r) * C(t) + D * C(q) + ...
y = (R - r) * S(t) - D * S(q) + ...
if (a) {
// draw once two points are set
c.moveTo(a, b);
c.lineTo(x, y)
}
c.strokeStyle = "hsla(" + (U % 360) + ",100%,50%,0.75)";
// draw rainbow hypotrochoid
c.stroke();
...
} *note: ellipses replace code
The images above were created with SVG and canvas, but as you can see from the code, they approach graphics in a very different way: SVG allows you to provide markup that describes an image, whereas canvas allows you to describe a set of sequential steps that draw an image in JavaScript. These approaches mean that a developer changes an image that’s already been drawn, such as when animating an image, in different ways. Because the browser keeps a full representation of an SVG image, changing just a parameter in the image is enough to cause the browser to redraw the image correctly. With canvas, on the other hand, the developer must clear the image and specify all the steps to draw it again with the desired changes.
Today, modern browsers, including Firefox, Safari, Opera and Google Chrome support creating 2D graphics with these technologies, and Internet Explorer is adding support for them in the upcoming version 9 release.
CSS Transforms: easy to use 2D and 3D effects
Even today, people primarily use apps that don’t strictly require advanced graphics, but eye candy like 3D transforms, transitions and reflections still help improve the experience of everyday tasks. While canvas could be used to create many of these effects, it can’t render them efficiently, and it would be hard to integrate with the other content on the page.
CSS transforms and animations, which first appeared in WebKit in 2007, allow developers to achieve commonly used effects easily by specifying parameters in CSS that are applied to content in the DOM. In 2009, WebKit began adding 3D CSS transforms and effects, which takes flat content on the page and makes it appear as if it were in 3D space.

/* CUBE */
#transitions #cube {
-webkit-transform-style: preserve-3d;
width: 600px;
height: 400px;
position: absolute;
}
#transitions #cube.active {
-webkit-animation-duration: 1s;
-webkit-animation-iteration-count: 1;
-webkit-animation-name: cubedemo;
-webkit-transform: rotateX(-90deg);
}
#transitions #cube .face {
position: absolute;
width: 600px;
height: 400px;
display: block;
overflow: hidden;
}
#transitions #cube .front {
-webkit-transform: scale3d(.835,.835,.835) translateZ(200px);
}
#transitions #cube .back {
-webkit-transform: scale3d(.835,.835,.835) rotateY(180deg) translateZ(200px);
}
#transitions #cube .top {
-webkit-transform: scale3d(.835,.835,.835) rotateX(90deg) translateZ(200px);
}
@-webkit-keyframes cubedemo {
0% {-webkit-transform: rotateX(0); -webkit-animation-timing-function: linear; }
50% {-webkit-transform: rotateX(-92deg);-webkit-animation-timing-function: ease-in; }
70% {-webkit-transform: rotateX(-84deg); -webkit-animation-timing-function: ease-in; }
80% {-webkit-transform: rotateX(-90deg); -webkit-animation-timing-function: ease-in; }
95% {-webkit-transform: rotateX(-88deg); -webkit-animation-timing-function: ease-in; }
100% { -webkit-transform: rotateX(-90deg); }
}
As you can see from this example, 3D CSS transforms and animations make it easy to add polished 3D effects to your app. Now that we support hardware compositing in Chromium, it’s easy to perform these transforms on the GPU and display it quickly on screen, so we’ve enabled them along with the compositor. Currently, this functionality is only available in Safari and Google Chrome but Firefox is working on an implementation as well, making it a great option to add impressive effects to your app in the future.
WebGL: Low-level dynamic 3D
While 3D CSS makes it easy to display 2D content so that it looks like it’s in a 3D space, it’s not designed for writing true 3D applications like CAD software or modern games. WebGL, on the other hand, provides access to all the functionality of OpenGL ES 2.0 from JavaScript, and is designed with exactly these types of applications in mind.


