Chapter 34: JS Graphics

Step 1: What is JS Graphics? (Very Simple Definition)

JS Graphics = using JavaScript to draw, animate, manipulate and create visual content directly inside a web page (or in Node.js with canvas-like libraries).

In other words: JavaScript is no longer just for buttons and forms — it can draw lines, shapes, text, images, 3D models, charts, games, data visualizations, live animations, particle effects, photo editors… everything visual you see on modern websites and web apps.

The three main ways people do graphics with JavaScript today (2026):

Method What it is Best for Difficulty Speed / Power Example websites / apps that use it
Canvas 2D HTML <canvas> element + 2D drawing API Classic 2D drawing, games, charts, animations Easy Very fast Most simple games, charts, photo filters
WebGL Low-level 3D graphics API (based on OpenGL ES) 3D scenes, games, visualizations, effects Hard Extremely fast (GPU) Three.js demos, 3D maps, product viewers
SVG Vector graphics using XML-like tags + JS control Scalable icons, interactive diagrams, maps Medium Fast (vector) Infographics, interactive charts, logos
Libraries Three.js, p5.js, PixiJS, D3.js, Konva, Paper.js Make the above much easier & more powerful Easy–Medium Very fast Almost all serious web graphics today

Step 2: Why JavaScript Graphics Became So Important (Quick 2026 Context)

  • Every modern browser supports <canvas>, WebGL, SVG → no plugins needed
  • Mobile-first web → graphics must run smoothly on phones
  • Web apps replaced many desktop programs (Figma, Canva, Excalidraw, Photopea…)
  • Games (browser games, WebGPU demos), data dashboards, 3D product viewers, NFT galleries, live animations — all JS now
  • WebGPU (newer than WebGL) is becoming mainstream → even faster 3D/compute

Step 3: The Simplest & Most Common Way – HTML Canvas 2D

This is where 99% of beginners start — and it’s still the foundation even in 2026.

Basic structure:

HTML

What this does:

  • Creates a 600×400 drawing area
  • Paints skyblue background
  • Draws orange rectangle
  • Draws yellow circle with red border
  • Writes big text

→ You just drew a complete scene with pure JavaScript!

Step 4: Animation – The Next Level (Most Exciting Part)

Static drawings are nice — but animation is where JS Graphics becomes alive.

Classic bouncing ball example:

HTML

This is real-time animation — 60 frames per second — all in JavaScript.

Step 5: Quick Comparison Table (2026 View)

Technology Use Case Examples (2026) Learning Curve Performance Library Recommendation
Canvas 2D 2D games, charts, photo filters, drawing apps Easy Very fast Raw or Konva.js
SVG Interactive maps, icons, diagrams, infographics Medium Fast D3.js, Snap.svg
WebGL 3D games, product viewers, scientific visualization Hard Extremely fast (GPU) Three.js, Babylon.js
WebGPU Advanced 3D, compute shaders, ML inference on GPU Very hard Fastest Dawn (Chrome), wgpu

Final Teacher Summary (Repeat This to Anyone!)

JS Graphics = using JavaScript to create, draw, animate and manipulate anything visual inside web pages.

The three main paths in 2026:

  1. Canvas 2D → easiest, fastest for 2D (games, charts, drawing tools)
  2. SVG → perfect for scalable vector art & interactive diagrams
  3. WebGL / WebGPU → for 3D and high-performance graphics (Three.js is king)

Start with Canvas 2D — draw a bouncing ball or smiley face today — then move to Three.js when you want 3D.

Got the big picture now? 🔥

Questions?

  • Want a step-by-step bouncing smiley face animation?
  • Full particle explosion effect code?
  • Three.js first example (rotating cube)?
  • How to make a simple drawing app like MS Paint?

Just tell me — next class is ready! 🚀

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