
Building a WebGPU product renderer around an infinite canvas and AI agents
https://reddit.com/link/1thkpq5/video/ifet881y232h1/player
I've been building a WebGPU renderer that runs directly in the browser, and I thought this community might find the graphics side interesting.
The project is called Figurement. The initial use case is product visualization and industrial design, but the technical idea is broader: can a browser-based 3D renderer become more like a live visual workspace than a traditional import, render, export pipeline?
The setup combines:
- WebGPU rendering in the browser
- CAD/product asset import
- live 3D views on an infinite canvas
- text, images, colors, materials, and references on the same canvas
- cloud rendering for heavier output
- AI image generation for visual exploration
- AI agents that can help operate or extend parts of the 3D workflow
The part I’m most interested in is the boundary between real-time 3D control and generated imagery.
AI image generation is great for mood, lighting ideas, context, and fast visual directions. But for product rendering, you often still need control over geometry, camera, materials, variants, consistency, and repeatable outputs. So we’re exploring a workflow where AI does not replace the renderer, but sits next to it.
The infinite canvas has also changed how the tool feels. Instead of treating renders as final images that get exported into a separate presentation tool, render views can live next to notes, CMF directions, references, generated images, and stakeholder comments. It starts to feel less like a render queue and more like a working visual document.
The question I’m interested in is what kind of graphics software the browser makes possible when you combine GPU rendering, collaborative documents, cloud compute, and AI agents in the same environment.
Traditional DCC and rendering tools are still mostly built around scenes, files, panels, and exports. The web opens up a different shape: live canvases, embedded views, shareable documents, agent-driven workflows, and rendering as part of a larger visual system.
Curious whether people here think that shift is meaningful for graphics tools, or whether it’s just a different UI wrapped around the same old pipeline.
Give it a try and a thought: figurement.com