High-Performance Graphics Rendering Approaches: Technical Comparison
Overview
This comparison evaluates different graphics rendering approaches for a Rust+WASM information management tool requiring 60fps performance with thousands of objects, LOD culling, and visual effects.
Rendering Approaches Comparison
1. WebGL (Direct)
What it is: Low-level 3D graphics API that compiles shaders to GPU Examples: Figma's canvas, Three.js applications
Pros:
- Maximum performance - Direct GPU acceleration, can easily handle thousands of objects
- Full control - Complete control over rendering pipeline, shaders, and optimizations
- Visual effects - Native support for lighting, post-processing, particle systems
- LOD/Culling - Built for viewport culling, level-of-detail, instancing
- Rust+WASM ready - Excellent WebGL bindings available (web-sys, wgpu)
- Mature ecosystem - Well-documented, stable APIs
Cons:
- Development complexity - Requires graphics programming knowledge
- Shader management - Need to write/maintain vertex and fragment shaders
- Cross-platform quirks - Some driver inconsistencies between platforms
- Learning curve - Steeper initial setup compared to 2D approaches
Performance: Excellent - designed for this use case
2. Canvas 2D
What it is: 2D drawing API with software/hardware acceleration Examples: Lucidchart, early Figma prototypes
Pros:
- Simpler API - Familiar drawing commands (rect, arc, text)
- Good performance - Can handle hundreds to low thousands of objects
- Text rendering - Native high-quality text support
- Immediate mode - Easy to reason about, no state management
- Rust support - Good canvas bindings in web-sys
Cons:
- Limited scalability - Performance degrades with thousands of objects
- No GPU shaders - Limited visual effects (no custom lighting/materials)
- Manual optimization - Need to implement your own spatial indexing, culling
- 2D only - No native 3D transformations or depth testing
Performance: Good for medium complexity
3. SVG + DOM
What it is: Vector graphics as DOM elements, browser-rendered Examples: Early Penpot, many web-based diagram tools
Pros:
- Declarative - Easy to build, modify, and reason about
- Accessibility - Screen readers and DOM APIs work naturally
- Standards-based - Built on web standards, good interoperability
- CSS integration - Can style with CSS, use transforms, filters
Cons:
- Poor scalability - Browser struggles with thousands of DOM elements
- Limited control - Can't optimize rendering pipeline
- Memory overhead - Each object creates DOM nodes
- Performance ceiling - Fundamentally limited by DOM performance
Performance: Adequate for simple cases only
4. WebGPU
What it is: Next-generation graphics API, successor to WebGL Examples: New graphics applications, some game engines
Pros:
- Future-proof - Modern API designed for current/future hardware
- Compute shaders - Can do general-purpose GPU computing
- Better performance - More efficient than WebGL in many cases
- Lower overhead - Less driver overhead, better multi-threading
Cons:
- Limited browser support - Still experimental in many browsers
- Bleeding edge - API still evolving, less documentation
- Rust ecosystem - wgpu is excellent but ecosystem is younger
- Risk - Not ready for production use in all environments
Performance: Potentially excellent, but risky
Framework Considerations
Minimal WebGL Frameworks (Recommended)
- wgpu (Rust) - Low-level but not too opinionated, excellent WASM support
- glow (Rust) - Thin WebGL wrapper, maximum control
- Three.js (JS) - Mature but potentially too high-level for your needs
Game Engines (Avoid for your use case)
- Bevy - Too game-focused, opinionated ECS architecture
- Godot - Overkill for information management tools
- Unity WebGL - Heavy runtime, not ideal for web deployment
Possibility: WebGL with Minimal Framework
For Commonplace, WebGL is a strong option because:
- Performance Requirements Met - Can easily handle thousands of objects at 60fps with proper batching and culling
- Visual Effects Support - Native shader support for lighting, post-processing, particle effects
- Rust Ecosystem - Excellent WebGL support through wgpu or web-sys
- Control vs Complexity - Gives you the control you need without being overly complex
- Future-Proof - Stable, mature API that will be supported for years
Suggested Technical Stack:
// Core rendering
wgpu = "0.18" // Modern graphics abstraction
web-sys = "0.3" // WebGL bindings
wasm-bindgen = "0.2" // WASM interop
// Math and utilities
glam = "0.24" // SIMD math library
bytemuck = "1.14" // Safe transmutation for GPU data
Architecture Approach:
- Batched rendering - Group similar objects to minimize draw calls
- Spatial indexing - Use R-tree or similar for efficient culling
- Instance rendering - Use instancing for repeated objects (icons, shapes)
- LOD system - Multiple detail levels based on zoom/distance
- Shader-based effects - Custom materials, lighting, post-processing
Why Not Canvas 2D:
While simpler, Canvas 2D will likely hit performance walls with thousands of objects and can't provide the visual effects we want.
Why Not SVG:
Fundamentally limited by DOM performance - browsers struggle with complex SVG scenes containing thousands of elements.
Implementation Priorities
- Start with basic WebGL setup - Get triangle rendering working
- Build batching system - Minimize draw calls early
- Implement spatial culling - Only render visible objects
- Add instancing - For repeated geometry
- Develop LOD system - Multiple detail levels
- Add visual effects - Lighting, materials, post-processing
This approach could give us a solid foundation that can scale to very complex scenes while maintaining the performance and visual quality we want.