---
title: "WebGPU real-time graphics & automated 3D pipelines | Vieweri"
description: "Native-grade graphics straight in the browser — plus pipelines that turn engineering data into performant real-time assets automatically."
canonical: "https://vieweri.com/en/services/3d-pipelines"
language: "en"
site: "Vieweri"
---

> Index for agents: https://vieweri.com/llms.txt
> HTML version of this page: https://vieweri.com/en/services/3d-pipelines

# WebGPU real-time graphics and automated 3D pipelines

The modern graphics standard of the web, paired with pipelines that turn your engineering data into performant real-time assets automatically.

- WebGPU & compute shaders
- CAD to web, automated
- No plug-in

## Overview: Compute power in the browser — and data that fits through it.

WebGPU gives the browser direct access to the graphics card. That unlocks image quality and compute power previously reserved for native applications: physically based materials, elaborate lighting, large scenes and simulation on the GPU.

The second half of the job happens before rendering. Engineering data is built for manufacturing, not for real-time display. Our pipelines handle the preparation automatically — tessellation, simplification, material mapping and export — reproducibly across entire product families.

_WebGPU pipeline · compute + render_

## Why WebGPU: Three reasons to move now.

WebGPU is not an incremental improvement on WebGL, it is a different route to the hardware.

- **Native image quality**: Physically based materials, soft shadows and post-processing at a quality WebGL cannot reach.
- **Real compute power**: Compute shaders take on simulation, particles and data processing directly on the GPU, in parallel with rendering.
- **Maximum reach**: One link, every modern device. No download, no install, no sign-off from the IT department.

## Technology: Under the hood.

Rendering, computation and data preparation work as one chain.

### RENDERING: WebGPU renderer

We write render paths directly against WebGPU: instanced drawing for high object counts, physically based lighting and a post-processing stack that still holds its frame rate on the target device.

_Render path · PBR + post_

### COMPUTE: Computation on the GPU

Compute shaders take on work that used to block the CPU: collision checks, particle systems, curve evaluation or sorting large scenes.

_Compute shader · GPU pass_

### DATA: Asset pipeline

An automated processing path connects your engineering data to the real-time application. A change at the source triggers a new run — the web assets stay current without manual work.

_CAD → glTF · batch_

**The rest of the stack:** WebGPU, WGSL, WebGL, glTF / USD, Draco / Meshopt, Houdini

## Pipelines: What our pipelines automate.

From the engineering file to the delivered asset — reproducible and without manual steps in between.

1. **CAD import**: STEP, JT, IGES and native formats are read in without anyone opening a file by hand.
2. **Tessellation and reduction**: Exact geometry becomes polygon meshes with defined accuracy and a controlled triangle count.
3. **Material and colour mapping**: Materials and finishes are mapped onto physically based materials by rule, not by hand.
4. **Levels of detail**: Every asset gets several levels of detail so large scenes stay smooth on mobile devices too.
5. **Batch processing**: Entire product catalogues run overnight — hundreds of variants in a single pass.
6. **Export and delivery**: glTF, USDZ and compressed web formats land versioned wherever your applications expect them.

## Graphics that no longer look like browser graphics.

Bring your data — we will show you what WebGPU makes of it.

Discuss a project: https://vieweri.com/en/#kontakt
