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MOrbVis is an open-source web application that visualizes molecular orbitals directly in the browser without precomputed Gaussian Cube files. Reading only a Molden file, it evaluates Gaussian-type basis functions (s through g shells) on a three-dimensional grid through WebGPU compute shaders. Benchmarks on five devicesfrom a smartphone to a desktop with an NVIDIA RTX 5090show that single-orbital evaluation on grids exceeding 106 points finishes within 100 ms, up to 3 orders of magnitude faster than the single-threaded CPU path. The tool requires no installation and is available at https://yasuaki-ito.github.io/morbvis/.
We propose Rooms, an open-source XR content creation platform designed to democratize 3D modeling and animation by leveraging the intuitiveness of VR motion controls and the high-performance capabilities of the modern WebGPU API. Built on top of wgpuEngine, Rooms provides real-time, cross-platform immersive sculpting and animation tools directly accessible through XR-enabled web browsers and desktop systems. The system implements a Signed Distance Field (SDF) sculpting pipeline that enables smooth Constructive Solid Geometry (CSG) operations for clay-like modeling. This paper details the architecture, the XR-first user interaction workflow, and the technical implementation, which includes a GPU-driven, sparse SDF baking pipeline. User studies confirm that the immersive, motion-based interaction model successfully lowers the entry barrier for non-expert users. Rooms effectively paves the way for future web-based XR creation environments by guiding the development of accessible and intuitive tools that harness the full power of modern GPU APIs on the web.
This study explores the capabilities of WebGPU, an emerging web graphics paradigm, for real-time cloth simulation. Traditional WebGL-based methods have been in handling complex physical simulations due to their emphasis on graphics rendering rather than general-purpose GPU (GPGPU) operations. WebGPU, designed to provide modern 3D graphics and computational capabilities, offers significant improvements through parallel processing and support for computational shaders. In this work, we implemented a cloth simulation system using the Mass-Spring Method within the WebGPU framework, integrating collision detection and response handling with the 3D surface model. First, comparative performance evaluations demonstrate that WebGPU substantially outperforms WebGL, particularly in high-resolution simulations, maintaining 60 frames per second (fps) even with up to 640K nodes. The second experiment aimed to determine the real-time limitations of WebGPU and confirmed that WebGPU can handle real-time collisions between 4K and 100k cloth node models and a 100K triangle surface model in real-time. These experiments also highlight the importance of balancing real-time performance with realistic ren
WebGPU's security-focused design imposes per-operation validation that compounds across the many small dispatches in neural network inference, yet the true cost of this overhead is poorly characterized. We present a systematic characterization of WebGPU dispatch overhead for LLM inference at batch size 1, spanning four GPU vendors (NVIDIA, AMD, Apple, Intel), two native implementations (Dawn, wgpu-native) and three browsers (Chrome, Safari, Firefox), and two model sizes (Qwen2.5-0.5B and 1.5B). Our primary contribution is a sequential-dispatch methodology that reveals naive single-operation benchmarks overestimate dispatch cost by ${\sim}20\times$. The true per-dispatch cost of WebGPU API overhead alone is 24-36 $μ$s on Vulkan and 32-71 $μ$s on Metal, while the total per-operation overhead including Python cost is ${\sim}95$~$μ$s, which turns out to be a distinction critical for optimization. On Vulkan, kernel fusion improves throughput by 53%, while CUDA fusion provides no benefit, confirming that per-operation overhead is a primary differentiator. LLM inference was tested across three major operating systems (Linux, Windows, macOS). We built $\texttt{torch-webgpu}$, a PrivateUse1
WebGPU lets ordinary web pages run GPU workloads through a validated programming model. Validation protects memory safety, but shared browser, driver, OS, and GPU state can still expose privacy-relevant signals. We present WGPULens, a framework for measuring those signals across controlled scenarios, browser-native co-residency, a participant field study, public page loads, and mitigation policies. Our framework separates measurements: controlled scenarios support leakage, boundary, and mitigation claims; participant runs support deployment, compatibility, and fingerprintability; and a Tranco crawl measures WebGPU exposure in real-world pages. Our controlled results identify persistent pipeline compilation state as the clearest surface. Cold/warm pipeline probes reveal prior compilation state across selected origin, profile, and browser placements. Controlled browser/native experiments also show native GPU activity can be inferred from browser-visible observables under labeled workloads. Other resource probes provide weaker positive results and negative controls. The participant field study shows active WebGPU behavior is highly distinctive within the sample, with deterministic com
Running language models in the browser presents a unique opportunity to build efficient, private, and portable AI applications, but requires contending with constrained memory availability and heterogeneous hardware targets. To realize this opportunity, we present Llamas on the Web (LlamaWeb), a WebGPU backend for llama$.$cpp that enables memory-efficient and performance-portable LLM inference across a wide range of model weight formats in the browser. Our design significantly reduces memory overhead through static memory planning and efficient model loading, addresses cross-device variability through a tunable kernel library, and introduces templated GPU kernels that support performant implementations of numerous quantization formats, enabling broad model support and extensibility to new formats. We evaluate LlamaWeb on 16 devices from 8 vendors, collecting data from 10 language models and four model weight formats. We compare LlamaWeb against existing browser-based LLM frameworks and find that LlamaWeb requires 29-33% less memory across several combinations of device, browser, and operating system. We also evaluate LlamaWeb's performance against these frameworks and find that it
We present WebSplatter, an end-to-end GPU rendering pipeline for the heterogeneous web ecosystem. Unlike naive ports, WebSplatter introduces a wait-free hierarchical radix sort that circumvents the lack of global atomics in WebGPU, ensuring deterministic execution across diverse hardware. Furthermore, we propose an opacity-aware geometry culling stage that dynamically prunes splats before rasterization, significantly reducing overdraw and peak memory footprint. Evaluation demonstrates that WebSplatter consistently achieves 1.2$\times$ to 4.5$\times$ speedups over state-of-the-art web viewers.
Neural rendering, particularly 3D Gaussian Splatting (3DGS), has evolved rapidly and become a key component for building world models. However, existing viewer solutions remain fragmented, heavy, or constrained by legacy pipelines, resulting in high deployment friction and limited support for dynamic content and generative models. In this work, we present Visionary, an open, web-native platform for real-time various Gaussian Splatting and meshes rendering. Built on an efficient WebGPU renderer with per-frame ONNX inference, Visionary enables dynamic neural processing while maintaining a lightweight, "click-to-run" browser experience. It introduces a standardized Gaussian Generator contract, which not only supports standard 3DGS rendering but also allows plug-and-play algorithms to generate or update Gaussians each frame. Such inference also enables us to apply feedforward generative post-processing. The platform further offers a plug in three.js library with a concise TypeScript API for seamless integration into existing web applications. Experiments show that, under identical 3DGS assets, Visionary achieves superior rendering efficiency compared to current Web viewers due to GPU-b
This work presents a web-based, open-source path tracer for rendering physically-based 3D scenes using WebGPU and the OpenPBR surface shading model. While rasterization has been the dominant real-time rendering technique on the web since WebGL's introduction in 2011, it struggles with global illumination. This necessitates more complex techniques, often relying on pregenerated artifacts to attain the desired level of visual fidelity. Path tracing inherently addresses these limitations but at the cost of increased rendering time. Our work focuses on industrial applications where highly customizable products are common and real-time performance is not critical. We leverage WebGPU to implement path tracing on the web, integrating the OpenPBR standard for physically-based material representation. The result is a near real-time path tracer capable of rendering high-fidelity 3D scenes directly in web browsers, eliminating the need for pregenerated assets. Our implementation demonstrates the potential of WebGPU for advanced rendering techniques and opens new possibilities for web-based 3D visualization in industrial applications.
A recent trend towards running more demanding web applications, such as video games or client-side LLMs, in the browser has led to the adoption of the WebGPU standard that provides a cross-platform API exposing the GPU to websites. This opens up a new attack surface: Untrusted web content is passed through to the GPU stack, which traditionally has been optimized for performance instead of security. Worsening the problem, most of WebGPU cannot be run in the tightly sandboxed process that manages other web content, which eases the attacker's path to compromising the client machine. Contrasting its importance, WebGPU shader processing has received surprisingly little attention from the automated testing community. Part of the reason is that shader translators expect highly structured and statically typed input, which renders typical fuzzing mutations ineffective. Complicating testing further, shader translation consists of a complex multi-step compilation pipeline, each stage presenting unique requirements and challenges. In this paper, we propose DarthShader, the first language fuzzer that combines mutators based on an intermediate representation with those using a more traditional a
Microarchitectural attacks on CPU structures have been studied in native applications, as well as in web browsers. These attacks continue to be a substantial threat to computing systems at all scales. With the proliferation of heterogeneous systems and integration of hardware accelerators in every computing system, modern web browsers provide the support of GPU-based acceleration for the graphics and rendering processes. Emerging web standards also support the GPU acceleration of general-purpose computation within web browsers. In this paper, we present a new attack vector for microarchitectural attacks in web browsers. We use emerging GPU accelerating APIs in modern browsers (specifically WebGPU) to launch a GPU-based cache side channel attack on the compute stack of the GPU that spies on victim activities on the graphics (rendering) stack of the GPU. Unlike prior works that rely on JavaScript APIs or software interfaces to build timing primitives, we build the timer using GPU hardware resources and develop a cache side channel attack on Intel's integrated GPUs. We leverage the GPU's inherent parallelism at different levels to develop high-resolution parallel attacks. We demonstra
ROOT-Eve (REve), the new generation of the ROOT event-display module, uses a web server-client model to guarantee exact data translation from the experiments' data analysis frameworks to users' browsers. Data is then displayed in various views, including high-precision 2D and 3D graphics views, currently driven by THREE.js rendering engine based on WebGL technology. RenderCore, a computer graphics research-oriented rendering engine, has been integrated into REve to optimize rendering performance and enable the use of state-of-the-art techniques for object highlighting and object selection. It also allowed for the implementation of optimized instanced rendering through the usage of custom shaders and rendering pipeline modifications. To further the impact of this investment and ensure the long-term viability of REve, RenderCore is being refactored on top of WebGPU, the next-generation GPU interface for browsers that supports compute shaders, storage textures and introduces significant improvements in GPU utilization. This has led to optimization of interchange data formats, decreased server-client traffic, and improved offloading of data visualization algorithms to the GPU. Firework
With the rapid development of information transmission, Software as a Service (SaaS) is developing at a rapid speed that everything originally local tends to be transplanted onto servers and executed on the cloud. WebGPU is such a SaaS system that it holds the GPU-equipped server to execute students' CUDA code and releases the RESTful front-end website for students to write their code on. However, programming on an HTML-based interface is not satisfactory due to a lack of syntax highlighting and automatic keyword complement. On the other side, Visual Studio Code is now becoming the most popular programming interface due to its strong community and eclectic functionalities. Thus, we propose such a system that, students write code locally using VS Code with its coding-auxiliary extensions, and push the code to WebGPU with only one button pressed using our VSC-WebGPU extension. The extension is divided into 4 parts: the login process for automatically logging the student into WebGPU, the pull process that pulls the code down to the local workspace, the push process that copies the code to the browser for compiling and running, and the exit process to exit the browser and close the con
We present a collaborative, interactive, web-based visualization and processing system for Cryo-Electron Tomography (cryo-ET) data that supports the complete workflow, from raw tilt-series projections to final 3D segmentations. The system integrates tilt-series alignment, motion correction, tomographic reconstruction, manual and pseudo-annotation, deep model training, inference, and visualization, all accessible through a unified web-based interface. The backend manages computationally intensive tasks, including advanced tomographic reconstruction, pseudo-annotation generation, deep learning model training, and large-scale segmentation of new datasets. It features separate queues for CPU and GPU tasks, allowing users to prepare and manage large workloads in advance. The frontend supports lightweight tomographic reconstruction, manual data annotation, segmentation with pretrained models, interactive exploration of pipeline stages, and real-time monitoring of queued tasks. Key processing steps are available on both the client and server sides, providing flexibility for diverse computational environments, enabling visualization of externally hosted datasets, and supporting data privacy when required. The system is designed for collaborative workflows, enabling multiple users to share input data, annotations, and trained models within joint projects. Its modular architecture allows easy extension with additional stages on either the client or server side, making it adaptable to specialized pipelines within individual institutions. We demonstrate the system's capabilities on representative cryo-ET datasets, highlighting its utility for both individual researchers and distributed teams working on structural analysis of complex cellular environments. The initial release of the system is available at https://cocryovis.lgm.fri.uni-lj.si/ (Project repository: https://github.com/nanovis/cocryovis, mirror deploy: https://tomography.kaust.edu.sa/), and the entire system will become open source so that any visualization or domain researcher can further enhance its functionality.
Recursive query computation, central to graph algorithms and relational databases, demands GPU acceleration due to its inherent computational intensity. While substantial prior work addresses GPU implementations of recursive queries that require fixed-point evaluation, existing systems are restricted to native execution environments. We introduce WGLog, the first web-browser-native GPU engine for compute-bound recursive database queries. WGLog is built entirely on WebGPU compute shaders, a cross-platform API that enables GPU acceleration in web browsers. WGLog leverages two key technical innovations. First, we replace hash-table-based joins with atomic-free sorted-array joins, eliminating the serialization bottleneck that hash tables suffer on skewed graphs. Second, we develop an asynchronous execution pipeline using WebGPU's indirect dispatch capability, which eliminates GPU-host synchronizations that would otherwise dominate per-iteration overhead. On representative workloads, WGLog delivers a 1.48--4.68x speedup over native GPU systems and orders-of-magnitude improvement over CPU and WebAssembly implementations.
Recent advancements in 3D Gaussian Splatting (3DGS) have enabled photorealistic rendering of complex scenes, yet widespread adoption on mobile and Extended Reality (XR) devices is hindered by substantial computational and bandwidth requirements. While existing solutions often focus on model compression for client-side rendering, they still demand significant GPU power, limiting applicability on resource-constrained hardware. We propose TIGAS (Thin-client Interactive Gaussian Adaptive Streaming), a remote rendering framework offloading rasterization to a backend. To bypass the prohibitive latencies connected to fluctuating network conditions, TIGAS streams view-dependent 2D projections to a lightweight web client over QUIC, minimizing head-of-line (HoL) blocking. A dedicated ABR algorithm adapts rendering quality to fluctuating network conditions, maintaining motion-to-photon latency within strict 6DoF interactive constraints. Furthermore, we discuss the integration of an experimental WebGPU super-resolution pipeline to analyze the trade-offs between perceptual quality enhancements and thin-client processing bottlenecks. We extensively evaluate TIGAS across multi-continental environ
Digital Twin (DT) technology holds immense potential for surgical planning and personalized medicine. However, generating interactive, patient-specific anatomical twins currently relies on computationally heavy Server-Side Rendering (SSR) or expensive local workstations, creating significant barriers to deployment, especially in resource-constrained settings (RCS). This paper presents a decentralized, client-side WebGPU architecture that democratizes access to high-fidelity anatomical Digital Twins. By bypassing standard server-side rendering pipelines, the framework executes deterministic single-pass raymarching and morphological gradient calculations directly on low-cost integrated edge GPUs. Eliminating the network latency inherent to cloud-rendered solutions, the system achieves a Time to First Pixel (TTFP) of under 920.0ms and maintains stable interactivity at >= 82.0 FPS. Continuous Interaction Fidelity is maintained via uniform buffers, enabling zero-latency manipulation of tissue parameters for dynamic clinical decision-making. By proving that complex 3D medical simulations of patient-specific MRI scan can be executed natively in the browser without deep learning or exte
We propose a method to reconstruct high-fidelity human avatars from multi-view video that can run on mobile devices. Many works can model high-quality Gaussian-based full-body avatars from multi-view video. However, these methods require heavy computation to obtain pose-dependent appearance, making deployment on mobile devices very difficult. Recent methods distill from pretrained models and model pose-dependent nonlinear Gaussian attributes by linearly combining global pose features with blendshapes. Although they can run on mobile devices, they suffer some loss of detail. We observe that nearby Gaussians are often highly correlated within a local region of the body, and can be linearly modeled with less error. Therefore, we use local linear blendshapes in small body parts to capture global nonlinear changes of Gaussian attributes. To further reduce computation and model size, we propose to remove blendshapes for Gaussians whose attributes change little, yielding a minimal blendshape representation. Our method is an end-to-end training method without a pretrained model. To make it run on multiple devices, we implement our method using WebGPU. Experiments show that our method can r
Large-scale 3D geospatial data visualization has become increasingly critical for the development of the digital society infrastructure in Japan. This study conducted a comprehensive performance evaluation of two major WebGL-based web mapping libraries, CesiumJS and MapLibre GL JS, using large-scale 3D point-cloud data from the VIRTUAL SHIZUOKA and PLATEAU building models. The research employs standardized 3D Tiles 1.1, and Mapbox Vector Tiles (MVT) formats, comparing performance across different data scales (2nd and 3rd grid levels) using Core Web Vitals metrics, including First Contentful Paint (FCP), Largest Contentful Paint (LCP), Speed Index, Total Blocking Time (TBT), and Cumulative Layout Shift (CLS). The results demonstrate that MVT-based building visualization with MapLibre GL JS achieves optimal performance (FCP 0.8s, TBT 0ms), whereas MapLibre GL JS combined with deck.gl shows superior performance for large-scale point cloud processing (TBT: 3ms, CesiumJS: 21,357ms). This study provides data-driven selection guidelines for appropriate technology choices according to use cases, establishing reproducible performance evaluation frameworks for 3D web mapping technologies dur
To execute scientific computing programs such as deep learning at high speed, GPU acceleration is a powerful option. With the recent advancements in web technologies, interfaces like WebGL and WebGPU, which utilize GPUs on the client side of web applications, have become available. On the other hand, Pyodide, a Python runtime that operates on web browsers, allows web applications to be written in Python, but it can only utilize the CPU, leaving room for acceleration. Our proposed new library, WgPy, provides array computation capabilities on the GPU with a NumPy-compatible interface in the web browser. This library not only implements array operations such as matrix multiplication on WebGL and WebGPU, but also allows the users to write custom kernels that can run on GPUs with minimal syntax knowledge, allowing you to run a variety of algorithms with minimal overhead. WgPy also implements a special thread synchronization mechanism, which bridges asynchronous semantics of JavaScript with Python's synchronous semantics, allows code written for CuPy, the NumPy-compatible array library for CUDA, to run directly in a web browser. In experiments involving training a CNN model, it achieved