Interesting article. Other than as an exercise, it's not clear why someone would write a massively parallel 2D renderer that needs a GPU. Modern GPUs are overkill for 2D. Now, 3D renderers, we need all the help we can get. In this context, a "renderer" is something that takes in meshes, textures, materials, transforms, and objects, and generates images. It's not an entire game development engine, such as Unreal, Unit…
A ton of 2D applications could benefit from further GPU parallelization. Games, GUIs, blurs & effects, 2D animations, map apps, text and symbol rendering, data visualization...
Canvas2D in Chrome is already hardware accelerated, so most users get better performance and reduced load on main UI & CPU threads out of the box.