WebGPU Compute Shaders — GPGPU in the Browser
Compute shaders run general-purpose GPU code — particle simulations, ML inference, fluid simulation, all in the browser at 60FPS.
WebGPU compute shaders open a category of work that wasn't practical in browsers before: general-purpose GPU computation. Particle systems with 1M+ particles updated every frame on the GPU, fluid simulations for water/smoke effects, basic ML inference for AI features, image processing pipelines. Workflow: write a compute shader in WGSL, dispatch with workgroup sizes, read results back to CPU or feed directly into a render pipeline. For Three.js users, the WebGPU renderer exposes compute shaders via the new Node-based material system. Use cases I've shipped: shader-driven particle hero with 500K particles, fluid background animation reactive to scroll, GPU-accelerated noise generation for procedural textures.
How I work with it
On a typical project, webgpu compute shaders ships as a self-contained module: one entry-point JS file, one CSS file, asset bundle below 1.5MB total. I keep the integration sandboxed so the rest of the site stays SEO-friendly classical HTML. Frame budget targets 60 FPS on a mid-range Android, with a measurable fallback below.
Performance budget
Lighthouse mobile target: 85+ across all categories. I measure on real devices, not just emulator. Asset compression: glTF + Draco for meshes, KTX2 for textures, Brotli for shaders. Lazy-load any webgpu compute shaders scene that isn't above the fold so the first paint stays under 1.5s.
When this is overkill
If the goal is a simple e-commerce listing or content blog, a full webgpu compute shaders setup is overkill — a CSS-driven hero plus static images converts just as well at 1/10 the cost. webgpu compute shaders earns its keep when the brand needs a memorable visual moment or when 3D actually clarifies the product (configurators, tours, demos).
What you get hands-off
After delivery: source repository on GitHub (private), commented code, a 5-min Loom walkthrough explaining the scene logic, and the asset pipeline documented. First year of hosting and minor revisions is included. After that we agree on a maintenance plan if needed.
Frequently asked questions
Why pick this technology over alternatives?
What if a newer tool comes out next year?
How long does this take?
What does it cost?
What if my visitors are on weak phones?
Ready to ship a 3D experience?
Tell me what you need — fixed price, fixed deadline, no surprises.