Chapter 35: JavaScript Graphics

Step 1: What is JavaScript Graphics? (Very Simple & Clear Definition)

JavaScript Graphics means using JavaScript code to:

  • Draw shapes, lines, curves, text, images
  • Fill colors, gradients, patterns
  • Animate everything (move, rotate, bounce, fade, explode…)
  • Manipulate existing images (filters, cropping, pixel-level changes)
  • Create interactive visuals (charts, games, 3D scenes, data dashboards, drawing tools…)

All of this happens directly inside the browser (no plugins, no extra software) or in Node.js with special libraries.

In short: JavaScript is no longer just for making buttons click or forms submit — it can now create almost any kind of visual content you see on modern websites, web apps, games, dashboards, creative tools, and even NFT galleries.

Step 2: The Three Main Ways to Do Graphics with JavaScript (2026 Reality)

There are three primary technologies people use — each has its own strengths:

Technology HTML Element / API Best For Learning Curve Performance Typical Use Cases in 2026
Canvas 2D <canvas> + getContext(‘2d’) Classic 2D drawing, animations, games, charts, photo editors Easy Very fast Drawing apps, 2D games, charts (Chart.js), image filters
SVG <svg> element + DOM manipulation Scalable vector graphics, icons, interactive diagrams, maps Medium Fast (vector) Infographics, interactive maps, logos, data viz (D3.js)
WebGL <canvas> + getContext(‘webgl’) or WebGPU 3D scenes, high-performance graphics, games, scientific viz Hard Extremely fast (GPU) 3D product viewers, games, 3D maps, data globes

In 2026, most developers don’t write raw WebGL — they use powerful libraries that make it easy:

  • Three.js → most popular for 3D
  • Babylon.js → great for games
  • PlayCanvas → full game engine
  • p5.js → creative coding & education
  • PixiJS → fast 2D rendering
  • Konva.js → Canvas with easy drag & drop

Step 3: The Easiest & Most Common Starting Point — Canvas 2D

This is where almost everyone begins — and it’s still the foundation of most web graphics in 2026.

Basic structure:

HTML

Save this as graphics.html and open in your browser — you just drew a complete scene with JavaScript!

Step 4: Animation — The Real Fun Begins

Static drawings are nice — but animation is what makes JS Graphics feel alive.

Classic bouncing ball example:

HTML

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

Step 5: Quick Summary Table (Keep This Handy!)

Technology Best For (2026 examples) Learning Curve Speed Popular Libraries (2026)
Canvas 2D 2D games, charts, drawing tools, photo editors Easy Very fast Raw, Konva.js, Fabric.js, p5.js
SVG Scalable icons, interactive maps, infographics Medium Fast D3.js, Snap.svg, Rough.js
WebGL / WebGPU 3D games, product viewers, scientific viz, ML demos Hard Extremely fast (GPU) Three.js, Babylon.js, PlayCanvas, wgpu

Final Teacher Words (2026 Reality)

JS Graphics = using JavaScript to create any kind of visual content inside web pages.

  • Start with Canvas 2D — draw a bouncing ball or smiley face today
  • Move to SVG when you need scalable vectors (logos, maps)
  • Jump to Three.js when you want 3D (rotating phone models, 3D globes)
  • Use libraries — they make everything 5–10× faster to build

In 2026, almost every modern web app uses JS Graphics:

  • Figma / Canva → heavy Canvas + WebGL
  • Excalidraw → pure Canvas
  • Google Maps → SVG + WebGL
  • Three.js demos → millions of 3D product viewers

Got the big picture now? 🔥

Questions?

  • Want a step-by-step smiley face animation with eyes following mouse?
  • Full simple drawing app like MS Paint in browser?
  • First Three.js rotating cube example?
  • How to make a particle explosion effect?

Just tell me — next class is ready! 🚀

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