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Home/ Questions/Q 825179
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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T03:12:50+00:00 2026-05-15T03:12:50+00:00

I am trying to do some dynamic visual effects using the HTML 5 canvas’

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I am trying to do some dynamic visual effects using the HTML 5 canvas’ pixel manipulation, but I am running into a problem where setting pixels in the CanvasPixelArray is ridiculously slow.

For example if I have code like:

imageData = ctx.getImageData(0, 0, 500, 500);

for (var i = 0; i < imageData.length; i += 4){
    imageData.data[i] = buffer[i];
    imageData.data[i + 1] = buffer[i + 1];
    imageData.data[i + 2] = buffer[i + 2];
}

ctx.putImageData(imageData, 0, 0);

Profiling with Chrome reveals, it runs 44% slower than the following code where CanvasPixelArray is not used.

tempArray = new Array(500 * 500 * 4);
imageData = ctx.getImageData(0, 0, 500, 500);

for (var i = 0; i < imageData.length; i += 4){
    tempArray[i] = buffer[i];
    tempArray[i + 1] = buffer[i + 1];
    tempArray[i + 2] = buffer[i + 2];
}

ctx.putImageData(imageData, 0, 0);

My guess is that the reason for this slowdown is due to the conversion between the Javascript doubles and the internal unsigned 8bit integers, used by the CanvasPixelArray.

  1. Is this guess correct?
  2. Is there anyway to reduce the time spent setting values in the CanvasPixelArray?
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-15T03:12:50+00:00Added an answer on May 15, 2026 at 3:12 am

    Try caching a reference to the data pixel array. Your slowdown could be attributed to the additional property accesses to imageData.data. See this article for more explanation.

    E.g. This should be faster that what you currently have.

    var imageData = ctx.getImageData(0, 0, 500, 500),
        data = imageData.data,
        len = data.length;
    
    for (var i = 0; i < len; i += 4){
     data[i] = buffer[i];
     data[i + 1] = buffer[i + 1];
     data[i + 2] = buffer[i + 2];
    }
    
    ctx.putImageData(imageData, 0, 0);
    
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