
Tomas Ferreras
Developer at basement.studio specializing in React, Three.JS and WebXR. I’m currently focused on pushing the boundaries of the web with shaders and bridging the gap between AI and spatial computing. When I’m not fine-tuning code, I’m experimenting with the future of open-source graphics.
basement.studio, Argentinatfdev__
HTML in Canvas: Bridging UI and GPU on the Web
JSNation 2026
Upcoming
HTML in Canvas: Bridging UI and GPU on the Web

Modern web development still relies on a strong separation between HTML/CSS for UI and Canvas/WebGL for rendering. In practice, combining both often leads to complex synchronization logic and a series of workarounds.In this talk, we’ll first walk through how these problems are typically solved today — including scroll synchronization, frame loop timing, scissor-based rendering, and mapping DOM elements into a WebGL scene — and why these approaches tend to be fragile and hard to scale.Using a set of experiments and websites developed at basement.studio, we’ll show these patterns in practice, combining real layouts with shaders and interactive effects.From there, we’ll introduce HTML-in-Canvas and show how it simplifies many of these problems — not as a finalized solution, but as a direction that removes the need for most of the synchronization and rendering workarounds we rely on today.We’ll also cover the challenges of building UI directly in WebGL, where layout, text, and interactivity become difficult to manage, especially in environments like WebXR.
HTML in Canvas: Bridging UI and GPU on the Web
Web Engineering Summit 2026
Upcoming
HTML in Canvas: Bridging UI and GPU on the Web

Modern web development still relies on a strong separation between HTML/CSS for UI and Canvas/WebGL for rendering. In practice, combining both often leads to complex synchronization logic and a series of workarounds.In this talk, we’ll first walk through how these problems are typically solved today — including scroll synchronization, frame loop timing, scissor-based rendering, and mapping DOM elements into a WebGL scene — and why these approaches tend to be fragile and hard to scale.Using a set of experiments and websites developed at basement.studio, we’ll show these patterns in practice, combining real layouts with shaders and interactive effects.From there, we’ll introduce HTML-in-Canvas and show how it simplifies many of these problems — not as a finalized solution, but as a direction that removes the need for most of the synchronization and rendering workarounds we rely on today.We’ll also cover the challenges of building UI directly in WebGL, where layout, text, and interactivity become difficult to manage, especially in environments like WebXR.