---
id: wiki-2026-0508-offscreencanvas와-web-worker를-활용한
title: OffscreenCanvas와 Web Worker를 활용한 메인 스레드 병목 해결
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [OffscreenCanvas, Web Worker rendering, off-main-thread canvas]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [web-worker, offscreencanvas, performance, frontend, rendering]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: JavaScript
  framework: Web API
---

# OffscreenCanvas와 Web Worker를 활용한 메인 스레드 병목 해결

## 매 한 줄
> **"매 main thread 의 60fps budget (16.6ms) 안에서 heavy rendering 가 main 을 block — OffscreenCanvas 를 worker 로 transfer 하면 main UI freeze 없이 GPU draw 가능"**. 2026 모든 주요 브라우저 (Chrome, Firefox 105+, Safari 16.4+) 가 지원. 매 game, data viz, image editor 의 핵심 패턴.

## 매 핵심

### 매 메인 스레드 병목 원인
- **Heavy raster** (10k+ shapes, particle).
- **Image processing** (filter, decode).
- **Layout thrash**: 매 read-write 반복.
- **Synchronous JS work**: 매 long task (>50ms).

### 매 OffscreenCanvas 가 해결
- **Canvas → Worker transfer**: 매 `transferControlToOffscreen()`.
- **GPU context (WebGL/WebGPU) 도 worker 가능**.
- **Main thread 는 input + DOM 만**: 매 항상 responsive.
- **`requestAnimationFrame` 가 worker 에도 존재**.

### 매 응용
1. Game canvas (Three.js worker rendering).
2. Real-time data viz (D3 or visx in worker).
3. Image editor (Photoshop-like filter).
4. PDF / video frame extraction.

## 💻 패턴

### Basic transfer + worker render loop
```javascript
// main.js
const canvas = document.querySelector("canvas");
const offscreen = canvas.transferControlToOffscreen();
const worker = new Worker("./renderer.js", { type: "module" });
worker.postMessage({ canvas: offscreen }, [offscreen]);

// renderer.js (worker)
let canvas, ctx;
self.onmessage = (e) => {
  if (e.data.canvas) {
    canvas = e.data.canvas;
    ctx = canvas.getContext("2d");
    loop();
  }
};
function loop() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  ctx.fillStyle = `hsl(${(performance.now() / 10) % 360}, 80%, 50%)`;
  ctx.fillRect(50, 50, 200, 200);
  requestAnimationFrame(loop);
}
```

### Three.js in worker
```javascript
// main.js
const canvas = document.getElementById("c");
const off = canvas.transferControlToOffscreen();
const w = new Worker(new URL("./three-worker.js", import.meta.url), { type: "module" });
w.postMessage({ canvas: off, dpr: devicePixelRatio }, [off]);

// three-worker.js
import * as THREE from "three";
self.onmessage = ({ data }) => {
  const { canvas, dpr } = data;
  const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
  renderer.setPixelRatio(dpr);
  const scene = new THREE.Scene();
  const cam = new THREE.PerspectiveCamera(75, canvas.width / canvas.height);
  cam.position.z = 5;
  const cube = new THREE.Mesh(
    new THREE.BoxGeometry(),
    new THREE.MeshNormalMaterial(),
  );
  scene.add(cube);
  function tick() {
    cube.rotation.x += 0.01;
    cube.rotation.y += 0.01;
    renderer.render(scene, cam);
    requestAnimationFrame(tick);
  }
  tick();
};
```

### Input forwarding (main → worker)
```javascript
// main.js — 매 worker 는 DOM 접근 X → input event 의 forward 필요
canvas.addEventListener("pointermove", (e) => {
  worker.postMessage({
    type: "pointer",
    x: e.offsetX,
    y: e.offsetY,
  });
});
window.addEventListener("resize", () => {
  worker.postMessage({ type: "resize", w: canvas.clientWidth, h: canvas.clientHeight });
});
```

### Resize handling in worker
```javascript
// worker
self.onmessage = ({ data }) => {
  if (data.type === "resize") {
    canvas.width = data.w * devicePixelRatio;
    canvas.height = data.h * devicePixelRatio;
    cam.aspect = data.w / data.h;
    cam.updateProjectionMatrix();
  }
};
```

### Image processing pipeline (heavy filter)
```javascript
// main
const bmp = await createImageBitmap(file);
worker.postMessage({ bmp }, [bmp]); // 매 transfer ownership

// worker
self.onmessage = ({ data }) => {
  const { bmp } = data;
  const off = new OffscreenCanvas(bmp.width, bmp.height);
  const ctx = off.getContext("2d");
  ctx.drawImage(bmp, 0, 0);
  const img = ctx.getImageData(0, 0, bmp.width, bmp.height);
  // 매 heavy pixel loop — 매 main 안 막음
  for (let i = 0; i < img.data.length; i += 4) {
    img.data[i]   = 255 - img.data[i];
    img.data[i+1] = 255 - img.data[i+1];
    img.data[i+2] = 255 - img.data[i+2];
  }
  ctx.putImageData(img, 0, 0);
  off.convertToBlob().then((blob) => self.postMessage({ blob }));
};
```

### SharedArrayBuffer for shared state (with COOP/COEP)
```javascript
// main — game state shared
const sab = new SharedArrayBuffer(1024);
const state = new Float32Array(sab);
worker.postMessage({ state: sab });

// 매 worker 가 state 읽고 — 매 lock-free update
// 매 require: Cross-Origin-Opener-Policy: same-origin
//             Cross-Origin-Embedder-Policy: require-corp
```

## 매 결정 기준
| 작업 | 위치 |
|---|---|
| DOM update | main thread (only) |
| Canvas 2D / WebGL / WebGPU draw | worker (OffscreenCanvas) |
| Image filter / encode | worker |
| Layout / scroll | main |
| Heavy compute (parsing, ML) | worker |

**기본값**: rendering loop + heavy compute → worker, DOM/input → main.

## 🔗 Graph
- 부모: [[Web Worker]] · [[Performance Optimization]]
- 변형: [[SharedWorker]] · [[Service Worker]] · [[WebGPU Compute]]
- 응용: [[Three.js]] · [[Game Canvas]] · [[Image Editor]]
- Adjacent: [[SharedArrayBuffer]] · [[Transferable Objects]] · [[Memory Leak Prevention]]

## 🤖 LLM 활용
**언제**: canvas-heavy app 설계, main thread jank 진단, worker 통신 설계.
**언제 X**: 매 simple static page — 매 overhead 정당화 X.

## ❌ 안티패턴
- **PostMessage with large object (no transfer)**: 매 structured clone copy → 매 GC pressure. 매 transfer list 사용.
- **DOM access in worker**: 매 불가능 — 매 main 으로 forward.
- **Forget resize / DPR**: 매 blurry canvas.
- **No COOP/COEP for SAB**: 매 SharedArrayBuffer 사용 X.

## 🧪 검증 / 중복
- Verified (MDN OffscreenCanvas, Three.js examples, Chrome Developers blog).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — OffscreenCanvas + worker 패턴 7개 |
