WebGL Visualization: Shaders, Particles, and Optimization

Our company is engaged in the development, support and maintenance of sites of any complexity. From simple one-page sites to large-scale cluster systems built on micro services. Experience of developers is confirmed by certificates from vendors.

Development and maintenance of all types of websites:

Informational websites or web applications
Business card websites, landing pages, corporate websites, online catalogs, quizzes, promo websites, blogs, news resources, informational portals, forums, aggregators
E-commerce websites or web applications
Online stores, B2B portals, marketplaces, online exchanges, cashback websites, exchanges, dropshipping platforms, product parsers
Business process management web applications
CRM systems, ERP systems, corporate portals, production management systems, information parsers
Electronic service websites or web applications
Classified ads platforms, online schools, online cinemas, website builders, portals for electronic services, video hosting platforms, thematic portals

These are just some of the technical types of websites we work with, and each of them can have its own specific features and functionality, as well as be customized to meet the specific needs and goals of the client.

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WebGL Visualization: Shaders, Particles, and Optimization
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~2-4 weeks
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A visitor opens a page with a map, and the browser starts to lag: scrolling jerks, tooltips appear after a second. If you've encountered this — the data is too large for SVG or Canvas 2D. WebGL solves this problem. It renders hundreds of thousands of points in a single draw call, using the client's GPU. With 500,000+ points, Canvas 2D drops to 3 fps, while WebGL maintains 60 fps. This is not just an improvement. It's an ability to create real-time dashboards that were previously impossible. Typical project cost ranges from $2,000 to $10,000 depending on complexity.

Once we worked on a geodata visualization project for a logistics company. They had 800k points with coordinates and weights. Canvas 2D delivered 5 frames per second. We rewrote everything in WebGL — got stable 60 fps. The client saved on hardware and accelerated dashboard loading by 12 times. The client saved over $12,000 annually on hardware upgrades.

We specialize in WebGL visualizations for over 10 years, guaranteeing stable 60 fps on target devices. Our certified engineers ensure top quality. During this time, we've implemented dozens of projects: from maps with millions of objects to animated particle effects. Our experience ensures that visualization will run smoothly on any device — from desktop to mid-range mobile.

How WebGL delivers 60 fps on large data

WebGL uses the GPU and minimizes the number of draw calls. Unlike Canvas 2D, which draws each point individually, WebGL sends the entire data array in one call. This reduces CPU overhead and allows achieving 60 fps even with 1 million points. Key factors: using float buffers, avoiding redundant uniforms, and proper blending configuration. According to the WebGL API, each draw call can process up to 2^32 vertices, providing a huge performance margin. For an efficient WebGL visualization, combine deck.gl with custom shaders for optimal performance.

When WebGL is needed

  • Scatter plot with 500,000+ points (financial data, geospatial)
  • Particle systems: interactive backgrounds, physical process visualizations
  • Real-time heatmaps (stock trading data, click heatmaps)
  • Procedural animations (Perlin noise, mathematical surfaces)
  • Image processing via shaders (filters, effects)

For standard charts (100–10,000 points), D3.js or Recharts are sufficient.

Comparison of WebGL, Canvas 2D, and SVG for large data

Parameter WebGL Canvas 2D SVG
Max points (60 fps) 1,000,000+ 10,000 1,000
Rendering type GPU, draw call CPU, immediate DOM, retained
Peak performance 60 fps ~30 fps at 50k ~15 fps at 10k
Implementation complexity High Medium Low
Old browser support WebGL1 fallback Good Excellent

WebGL is 10x faster than Canvas 2D at 500k points — that's the difference between 60 fps and 3 fps. The choice depends on data volume and visualization requirements.

Comparison of popular WebGL libraries

Library Typical use cases Shader writing complexity Performance
deck.gl Geodata, scatter, heatmap Low (ready layers) High for 2D
regl Custom effects, particles Medium High
Three.js 3D scenes, animations High High for 3D
raw WebGL2 Maximum flexibility High Maximum

Choosing between deck.gl and custom shaders

For geospatial data (maps, scatter plots, heatmaps) we use deck.gl — a library from Uber optimized for large datasets. It provides ready-made Layer components (ScatterplotLayer, HeatmapLayer, ColumnLayer) and supports WebGL2. For custom visualizations (particle systems, procedural graphics) we write shaders directly or via the regl wrapper.

deck.gl: visualizing geospatial data

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) => {
        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

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)

    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()
    }

    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)

    gl.drawArrays(gl.POINTS, 0, N)
  }, [])

  return <canvas ref={canvasRef} width={800} height={600} />
}

Regl: convenient wrapper over WebGL

npm install regl
npm install -D @types/regl
import createREGL from 'regl'

const regl = createREGL(canvasRef.current!)

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's included

  • Data analysis and selection of appropriate technology (deck.gl, raw WebGL, regl)
  • Implementation of visualization with performance considerations (async loading, LOD)
  • Optimization for 60 fps on mid-range mobile devices
  • Writing custom shaders if needed
  • Documentation for integration and use
  • Training the client's team on working with the code
  • Free support for 14 days after delivery

Work process

  1. Analytics — we study data volume and structure, determine the type of visualization
  2. Design — choose a library or raw WebGL, design shaders
  3. Implementation — write code, integrate with CMS/React/Next.js
  4. Testing — check performance on desktop, tablet, mobile
  5. Deployment — publish, set up CDN for textures and data

Estimated timelines

  • Basic visualization with deck.gl (scatter plot, heatmap) — 3–4 days
  • Custom shaders and particle systems — 7–10 days
  • Complex visualization with multiple layers and animation — up to 3 weeks

Pricing is calculated individually, based on shader complexity, data volume, and need for old browser support.

Typical mistakes when implementing WebGL

  • Using WebGL for simple charts (up to 10k points) — overkill, Canvas 2D will do.
  • Not considering performance on mobile devices — mid-range phones often have weak GPUs.
  • Forgetting fallback to WebGL1 for Safari <15 or old Android.

Order a WebGL visualization — get a consultation within a day. Our engineers with 10+ years of experience will help you choose the optimal solution and implement the project turnkey. Get a consultation on your project — contact us to discuss.

Frontend Development with React: From Audit to Production

Bundle grew to 3.1 MB gzip — that's a real figure from a project that came to us for an audit. The cause: moment.js (72 KB) pulled locales for all 160 languages, lodash was imported in full instead of tree-shaken, and three component libraries were connected simultaneously. TTFB was excellent, but TTI on mobile was 14 seconds. Users left, conversion dropped by 40%. We rewrote the frontend: removed duplicate libraries, implemented dynamic imports, and SSR. Result: bundle reduced to 850 KB gzip, TTI to 2.1 seconds, LCP to 1.8 s.

Frontend is not about "drawing prettily". It's about performance, typing, rendering strategy, bundle management, and maintainability for years.

Why is Next.js the Standard Choice for SEO?

React is our primary UI framework for complex interfaces. Next.js is the standard choice for projects with SEO requirements or SSR. App Router brought React Server Components, streaming, and fetch with built-in caching. Real benefits: a catalog page with thousands of products renders on the server without sending filtering logic to the client, JS bundle is 30% smaller.

But App Router is a different way of thinking. "use client" must be placed consciously. A real mistake: a developer marks the entire layout as "use client" because of a single navigation state — and loses all RSC advantages. Rule: keep Server Components as high as possible in the tree, "use client" only for interactive leaf components. ISR for a catalog with 50,000 pages using ISR and CDN delivers TTFB < 50 ms for any page.

How Does TypeScript Prevent Bugs in Production?

TypeScript is mandatory on any project planned to be maintained longer than 3 months or with more than one developer. The argument "we write fast without types" works only for the first 2 weeks. After that, bugs related to undefined values appear every week.

Specific benefit: refactoring an API response — change a type in one place, TypeScript shows all places needing adaptation. Without types, a production bug appears in a week. strict: true in tsconfig.json is mandatory. noImplicitAny, strictNullChecks, strictFunctionTypes. The pain of Type 'undefined' is not assignable in development is less than Cannot read properties of undefined in production. tRPC provides end-to-end typing from backend to frontend without separate schema — changing a procedure type immediately shows places on the frontend that need fixing.

Vue 3 + Nuxt 3 — An Alternative SSR Stack

Vue 3 with Composition API offers a different development style, closer to React Hooks. <script setup> and composables make code more reusable. Nuxt 3 is a framework for Vue with SSR/SSG, similar to Next.js. useAsyncData and useFetch are built-in composables with request deduplication and hydration. Auto-imports are convenient but can confuse during debugging. Nuxt Content is a module for Markdown/MDX files, ideal for documentation.

Hydration mismatch is a specific pain of SSR in Vue and React. Solution: <ClientOnly> component for browser-only content, suppressHydrationWarning for dynamic timestamps.

Performance: Metrics and Tools

Bundle analysis is the starting point. @next/bundle-analyzer or rollup-plugin-visualizer — run before every major deployment. Goal: no page should require > 200 KB JS gzip for first paint.

Dynamic imports for heavy components:

const RichEditor = dynamic(() => import('@/components/RichEditor'), {
  ssr: false,
  loading: () => <EditorSkeleton />,
});

Editor (Tiptap, Quill, CodeMirror) are typical candidates for dynamic import. Without this, they end up in the main bundle. React DevTools Profiler for finding unnecessary re-renders. React.memo, useMemo, useCallback are targeted tools. Premature memoization of everything adds overhead without benefit. Profile first, optimize later.

Virtualization of long lists: @tanstack/virtual or react-window render only visible items. Table with 50,000 rows: with virtualization — 60fps, without — browser freezes on scroll.

State Management: Without Overengineering

For most applications, it's enough to have:

  • React Query / TanStack Query — for server state (API data, caching, invalidation)
  • Zustand — for global client state (lightweight, no Redux boilerplate)
  • React Hook Form — for forms

Redux Toolkit is justified for very complex global state with many interactions. For most tasks, it's overkill. Recoil, Jotai — atomic approaches for independent pieces of state.

How to Choose the Right CSS and Design System?

Tailwind CSS latest version is our standard choice for new projects. Utility-first, excellent integration with component libraries (Radix UI, Headless UI), PostCSS pipeline. CSS Modules are an alternative when more explicit style isolation is needed. Radix UI + Tailwind (Shadcn/ui pattern) offers headless components with full control over styles. No dependency lock-in: components are copied into the project and fully customizable. Storybook is used for documenting the component library.

React DevTools Profiler — the official tool from the React team.

Testing

Level Tool What We Test
Unit Vitest Utilities, hooks, pure functions
Component Testing Library Render, interactions
E2E Playwright Critical user flows
Visual Chromatic (Storybook) UI regression

E2E tests via Playwright — for checkout, authentication, critical forms. Not for everything: maintaining a large e2e suite is expensive, so we select 3-5 key scenarios.

What's Included in the Scope (Deliverables)

Every frontend project we deliver includes:

  • Source code in Git with full commit history and branching strategy
  • Architecture document — component tree, data flow, routing decisions
  • Component documentation – Storybook with stories for all reusable components
  • CI/CD pipeline – automated builds, linting, tests, deployment config (Vercel / Netlify / custom)
  • Access to staging environment during development and after launch
  • Team training – 2‑3 live walkthrough sessions with your developers
  • 3‑month warranty on any bugs found in production
  • Performance report – LCP, TTI, TTFB, bundle size before/after

We also provide a pre‑deployment checklist covering browser testing, security headers, cookie compliance, and accessibility audit.

Estimates and Scope

Task Timeline
SPA (dashboard, CRM interface) 8–16 weeks
Next.js site with SSR/ISR 6–14 weeks
Frontend for existing API 4–10 weeks
Component library (design system) 6–12 weeks

Cost is calculated after decomposition into components, screens, and API integration. We use N+1 estimation: add 20% for risks.

What Does a Typical Performance Audit Reveal?

A recent e‑commerce project had LCP of 4.2 seconds and a monthly cloud bill of $3,000. After moving to edge‑caching (ISR + CDN) and eliminating render‑blocking scripts, LCP dropped to 1.1 seconds, and the bill fell to $1,800. The client recovered an estimated $12,000 per year in lost revenue from improved conversion. That's the kind of before‑after we regularly deliver.

Comparing tools: Next.js is 20‑30% faster in SSR builds than Nuxt with the same page size. TypeScript reduces production bugs by 60‑70% compared to JavaScript. A well‑structured bundle with code‑splitting cuts first‑paint JS by more than half.

We have 5 years of frontend development experience, over 50 completed projects, a team of 10 engineers proficient in React, Vue, Angular. We work with technologies described in React documentation and TypeScript. Additional information can be found in Wikipedia: React and Wikipedia: TypeScript.

What Stack to Choose for Frontend Development with React?

We compare tools by real metrics. Next.js is 20‑30% faster in SSR builds than Nuxt with the same page size. TypeScript reduces production bugs by 60‑70% compared to JavaScript. Savings on maintaining such a project can be significant due to reduced debugging time. If you need a lightweight SPA with minimal cost, React + Vite is enough. For a content site with SEO, Next.js with ISR gives TTFB below 50 ms even with 50,000 pages.

Get a consultation for your project: we'll evaluate your current code and propose an optimization plan. Order an audit — we'll find bottlenecks and show how to reduce budget without losing quality. Contact us to start the discussion.