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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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6.3 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-offscreencanvas와-web-worker를-활용한 | OffscreenCanvas와 Web Worker를 활용한 메인 스레드 병목 해결 | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
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.
requestAnimationFrame가 worker 에도 존재.
매 응용
- Game canvas (Three.js worker rendering).
- Real-time data viz (D3 or visx in worker).
- Image editor (Photoshop-like filter).
- PDF / video frame extraction.
💻 패턴
Basic transfer + worker render loop
// 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
// 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)
// 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
// 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)
// 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)
// 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
- Adjacent: SharedArrayBuffer
🤖 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 |