William Candillon's Redraw explores WebGPU-native 2D path rendering, with programmable Bézier geometry, variable stroke widths, vector feathering, and TypeScript shader functions.
William Candillon has introduced Redraw, a WebGPU-based experiment in richer 2D path primitives. The short version is simple: instead of treating a Bézier path as something that only receives a static stroke width and color, Redraw lets shader functions receive geometric information from the path itself.
Words don't do the effects justice. Watch the video. It's that simple. In the examples Candillon shows, that opens the door to glossy ceramic strokes, analytical motion blur, frosted-glass-style effects, and procedural bevels on interface-like shapes.
Why WebGPU matters here
The post frames WebGPU as one of the technical shifts that makes Redraw possible. Candillon points to compute shaders and storage buffers as a way to build acceleration structures for Bézier path rendering, while still fitting into a broader graphics runtime rather than requiring everything to be rebuilt from scratch.
The other piece is TypeGPU. Redraw uses TypeScript functions with a "use gpu" directive, then compiles them to GPU code at build time. That is a useful detail because it keeps the authoring model close to application code while still giving the shader access to richer path data.
A different lane for WebGPU
Most public WebGPU demos still land in familiar buckets: 3D scenes, particles, ML inference, or physics. Redraw is interesting because it points at a quieter but very practical area: browser-native 2D graphics that are more expressive than Canvas2D, but less heavyweight than building a full custom rendering engine from scratch.
It is early. That is fine. The useful signal is the direction: path geometry becoming programmable material, with WebGPU doing the heavy lifting underneath.