WebGL Visualization Implementation on Website
WebGL is direct access to the GPU from the browser. This is not about 3D models — it's about data visualization with hundreds of thousands of points, procedural graphics, particle systems, custom shaders. Canvas 2D and SVG can't handle large data: thousands of DOM nodes kill performance. WebGL renders a million points in a single draw call.
When WebGL is Needed
- Scatter plot with 500,000+ points (financial data, geospatial)
- Particle systems: interactive backgrounds, physics process visualizations
- Real-time heatmaps (trading data, click heatmaps)
- Procedural animations (Perlin noise, mathematical surfaces)
- Image processing through shaders (filters, effects)
For standard charts (100–10,000 points) — D3.js or Recharts are sufficient.
deck.gl: Geospatial Data Visualization
deck.gl from Uber — WebGL library for maps and large datasets.
npm install deck.gl @deck.gl/layers @deck.gl/react react-map-gl maplibre-gl
import DeckGL from '@deck.gl/react'
import { ScatterplotLayer, HeatmapLayer, ColumnLayer } from '@deck.gl/layers'
import Map from 'react-map-gl/maplibre'
interface DataPoint {
coordinates: [number, number]
value: number
category: string
}
function GeoVisualization({ data }: { data: DataPoint[] }) {
const [viewState, setViewState] = useState({
longitude: 37.6,
latitude: 55.75,
zoom: 10,
pitch: 45,
bearing: 0,
})
const layers = [
new ScatterplotLayer({
id: 'scatter',
data,
getPosition: (d) => d.coordinates,
getRadius: (d) => Math.sqrt(d.value) * 10,
getFillColor: (d) => {
// Color encoding by value
const t = d.value / 1000
return [255 * t, 100, 255 * (1 - t), 200]
},
pickable: true,
radiusMinPixels: 2,
radiusMaxPixels: 50,
}),
new HeatmapLayer({
id: 'heatmap',
data,
getPosition: (d) => d.coordinates,
getWeight: (d) => d.value,
radiusPixels: 40,
intensity: 1,
threshold: 0.1,
colorRange: [
[0, 0, 255, 0],
[0, 255, 255, 128],
[0, 255, 0, 200],
[255, 255, 0, 220],
[255, 0, 0, 255],
],
}),
]
return (
<DeckGL
viewState={viewState}
onViewStateChange={({ viewState }) => setViewState(viewState as any)}
layers={layers}
getTooltip={({ object }: { object: DataPoint }) =>
object && { html: `<b>Value:</b> ${object.value}`, style: { background: '#fff' } }
}
style={{ position: 'relative', height: '600px' }}
controller={true}
>
<Map
mapStyle="https://basemaps.cartocdn.com/gl/positron-gl-style/style.json"
/>
</DeckGL>
)
}
WebGL Shaders Directly: GLSL
For full control — write vertex and fragment shaders:
function WebGLCanvas() {
const canvasRef = useRef<HTMLCanvasElement>(null)
useEffect(() => {
const canvas = canvasRef.current!
const gl = canvas.getContext('webgl2')!
const vertexShaderSrc = `#version 300 es
in vec2 a_position;
in float a_value;
out float v_value;
uniform vec2 u_resolution;
void main() {
vec2 zeroToOne = a_position / u_resolution;
vec2 zeroToTwo = zeroToOne * 2.0;
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
gl_PointSize = max(2.0, sqrt(a_value) * 3.0);
v_value = a_value;
}
`
const fragmentShaderSrc = `#version 300 es
precision highp float;
in float v_value;
out vec4 outColor;
vec3 viridis(float t) {
const vec3 c0 = vec3(0.267, 0.004, 0.329);
const vec3 c1 = vec3(0.127, 0.566, 0.551);
const vec3 c2 = vec3(0.993, 0.906, 0.144);
return mix(mix(c0, c1, t), mix(c1, c2, t), t);
}
void main() {
vec2 coord = gl_PointCoord - 0.5;
if (length(coord) > 0.5) discard;
outColor = vec4(viridis(v_value), 0.8);
}
`
function createShader(type: number, source: string): WebGLShader {
const shader = gl.createShader(type)!
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw new Error(gl.getShaderInfoLog(shader) ?? 'Shader error')
}
return shader
}
const program = gl.createProgram()!
gl.attachShader(program, createShader(gl.VERTEX_SHADER, vertexShaderSrc))
gl.attachShader(program, createShader(gl.FRAGMENT_SHADER, fragmentShaderSrc))
gl.linkProgram(program)
// Generate 100,000 points
const N = 100_000
const positions = new Float32Array(N * 2)
const values = new Float32Array(N)
for (let i = 0; i < N; i++) {
positions[i * 2] = Math.random() * canvas.width
positions[i * 2 + 1] = Math.random() * canvas.height
values[i] = Math.random()
}
// Load data to GPU
const posBuffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, posBuffer)
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW)
const aPosition = gl.getAttribLocation(program, 'a_position')
gl.enableVertexAttribArray(aPosition)
gl.vertexAttribPointer(aPosition, 2, gl.FLOAT, false, 0, 0)
const valBuffer = gl.createBuffer()
gl.bindBuffer(gl.ARRAY_BUFFER, valBuffer)
gl.bufferData(gl.ARRAY_BUFFER, values, gl.STATIC_DRAW)
const aValue = gl.getAttribLocation(program, 'a_value')
gl.enableVertexAttribArray(aValue)
gl.vertexAttribPointer(aValue, 1, gl.FLOAT, false, 0, 0)
gl.useProgram(program)
gl.uniform2f(gl.getUniformLocation(program, 'u_resolution'), canvas.width, canvas.height)
gl.clearColor(0.05, 0.05, 0.1, 1)
gl.clear(gl.COLOR_BUFFER_BIT)
gl.enable(gl.BLEND)
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
// Render 100,000 points in one draw call
gl.drawArrays(gl.POINTS, 0, N)
}, [])
return <canvas ref={canvasRef} width={800} height={600} />
}
Regl: Convenient WebGL Wrapper
npm install regl
npm install -D @types/regl
import createREGL from 'regl'
const regl = createREGL(canvasRef.current!)
// Particle system
const drawParticles = regl({
vert: `
precision mediump float;
attribute vec2 position;
attribute float age;
uniform float time;
void main() {
vec2 pos = position + vec2(cos(time + age), sin(time * 0.7 + age)) * 0.05;
gl_Position = vec4(pos, 0, 1);
gl_PointSize = 3.0;
}
`,
frag: `
precision mediump float;
void main() {
gl_FragColor = vec4(0.4, 0.8, 1.0, 0.7);
}
`,
attributes: {
position: particlePositions,
age: particleAges,
},
uniforms: {
time: regl.context('time'),
},
count: PARTICLE_COUNT,
primitive: 'points',
})
regl.frame(({ time }) => {
regl.clear({ color: [0, 0, 0.1, 1], depth: 1 })
drawParticles()
})
What We Do
Analyze the data volume and visualization type: geospatial data — deck.gl, particle systems and custom shaders — raw WebGL or regl, scatter plots on maps — MapLibre + deck.gl. Optimize for 60 fps, test on mid-range mobile devices.
Timeline: basic WebGL visualization with ready-made library — 3–4 days. Custom shaders and complex particle systems — 7–10 days.







