Visualization and compute, at GPU scale.
Move massive datasets through GPU-resident pipelines. Filter, aggregate, project, and render
without unnecessary CPU round trips. luma.gl is a modular, TypeScript-first framework for
data-intensive visualization, portable GPU programming, and high-quality interactive rendering.
Choose the level you need: typed columnar data, GPU-resident dataframes, graph and raster
analytics, reusable compute operations, rendering primitives, composable
visual effects, or retained three-dimensional scenes.
Massive data. GPU-native compute. Interactive visualization. WebGPU and WebGL2.
The framework, module by module
GPU-native computationCompute and GPU tablesConnect GPU-resident columns, reusable operations, filtering, aggregation, and large-scale visualization.@luma.gl/gpgpu · @luma.gl/experimentalExperimental GPU analyticsDataframes, graphs, and rastersQuery GPU-resident tables, discover graph communities, and analyze cached scientific or geospatial raster tiles without unnecessary readback.GPU Dataframe · GPU analytics · GPURaster@luma.gl/experimental · experimental package
Portable GPU foundationCore, WebGPU, and WebGLOne application-facing device API for buffers, textures, pipelines, commands, and explicit GPU resource ownership.@luma.gl/core · @luma.gl/webgpu · @luma.gl/webglRendering engineModels, geometry, and animationBuild with models, GPU geometry, picking, instancing, render loops, and reusable animation mixing.@luma.gl/engineShader programmingReusable shaders and modulesCompose WGSL and GLSL with typed shader modules, injection hooks, lighting, and high-precision visualization tools.@luma.gl/shadertoolsVisual effectsComposable image processingCombine bloom, ambient occlusion, reflections, indirect light, volumetrics, motion blur, and temporal antialiasing.@luma.gl/effects

Experimental retained scenesANARI / Scene APIDescribe cameras, geometry, lights, and renderers; explore glTF and experimental OpenUSD import in the Scene Playground.@luma.gl/scene · experimental packageANARI-inspired; not an ANARI-conformant implementation.

Assets and materialsglTF and physically based shadingRender portable PBR assets, native glTF extensions, skeletal and morph animations, and independently animated GPU-instanced crowds.@luma.gl/gltfExperimental neural renderingStreaming Gaussian splatsRender progressively streamed captured scenes with view-dependent harmonics, semantic picking and filtering, and bounded tile residency.@luma.gl/splats · experimental package
How to read the feature matrices
| Status | Meaning |
|---|
| Available | Implemented in a published framework module, subject to documented device and browser requirements. |
| Evolving | Implemented in a published module, but integration or feature coverage remains incomplete. |
| Experimental | Implemented in a published incubating module whose public contract may still change. |
| Opportunity | A useful extension or known limitation; do not interpret it as existing functionality. |
WebGPU + WebGL2 means an application-facing path exists for both backends; exact shader,
texture, or device-feature requirements can still differ. WebGPU identifies capabilities that
require compute shaders, storage resources, or another WebGPU-specific implementation.
Explore the detailed matrices
Data and computeGPU-resident analyticsTables, dataframe operations, raster processing, queries, and GPU-driven visualization.WebGPU-first analytical capabilitiesRendering and visualizationPortable visual systemsCore resources, Engine workflows, shaders, effects, glTF, retained scenes, Gaussian splats, simulations, and immersive presentation.WebGPU and WebGL 2 where supported
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