graphics

A frontend design guide for icons, images, Canvas, WebGL, and GPU-based visuals. Canvas and WebGL are browser technologies for drawing graphics beyond ordinary page elements.

In plain words
What is it for?
Use it to define icon and image rules, prevent layout shifts, plan accessible image descriptions, and add Canvas or WebGL with a regular-page fallback and frame limits.
Why use it?
It helps decide when advanced rendering is justified and keeps icons, images, loading behavior, accessibility text, and performance within a shared system.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/iamk77/skill/graphics
Any agent
npx skills add IamK77/Skill --skill graphics
Clone the repo
git clone --depth 1 https://github.com/IamK77/Skill

Made for: Claude Code, Codex.

Per session 244 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,322 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00244 $0.06322
Opus 5 $0.00122 $0.03161
Sonnet 5 $0.00049 $0.01264
Haiku 4.5 $0.00024 $0.00632

Measured yesterday against content hash c240715fa547, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

graphics scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/atelier/graphics/SKILL.md · 158 lines

How it starts

The opening of the file, as written. The whole thing — 158 lines — stays where its author put it; the contents beside it link to each section on GitHub.

graphics

!checklist init ${CLAUDE_SKILL_DIR} --force

A graphics studio keeps every rendered mark — the icon drawn to a keyline, the hero photograph boxed to its ratio, the procedural surface compiled to the GPU — under a discipline that makes the whole surface read as one hand at work. graphics is the advanced visual lens of the atelier suite: where the other skills decide what color the surface wears and how the type scales, graphics decides what renders when the document model can't, and makes that too a system, not a pile of ad-hoc choices. Its product is a written graphics contract: one icon system (one family, one stroke, one optical-size rule), one imagery system (allowed ratios, CLS-proof pipeline, loading strategy, alt discipline), and a disciplined Canvas / WebGL / GPU layer with a DOM fallback and a frame budget — each committed before any component consumes them. It runs across gated stages and will not advance past a GATE until the checklist tool clears it.

The governing fact: the DOM is the default and the budget — escape to Canvas/WebGL/GPU only where the DOM genuinely can't go, always with a fallback, always within a frame budget, and always with one coherent icon set and an aspect-ratio-boxed imagery system. Mixed icon packs (three families, different strokes, mismatched corners), a hero <img> with loading="lazy" (the single most common way to wreck LCP), canvas blurry on retina because no one applied the devicePixelRatio fix, or three.js imported for a UI that a <div> and a CSS transition could have handled — each is a default move, and their sum is the technical and visual noise the eye and the profiler both read as wrong without being able to name it.

This is where the agent era bites:

  • The agent reaches for canvas/three.js as a reflex. It imports WebGL infrastructure for a quantity selector, a CSS animation for a data chart, a shader for a hover effect — each because the API is there and the cost isn't felt. The DOM has a ceiling, but that ceiling is high; the escape-to-GPU must be earned, with a fallback written and a budget held.
  • The agent mixes icon families without noticing. Lucide here, Heroicons there, a rogue Material icon pulled for a specific shape — each defensible in isolation, the set immediately amateur. Stroke weights, optical sizes, corner radii, endpoint styles: a mixed bag gets every one of these wrong. One family, or a written spec for everything drawn.
  • The agent lazy-loads the LCP hero. loading="lazy" is a sensible default for most images; applied to the above-the-fold hero it cracks the LCP score in half. The LCP image gets loading="eager" + fetchpriority="high" + a <link rel="preload"> in the head. This is the rule the agent consistently breaks.
  • The agent skips the retina fix. A <canvas> on a 2× display is blurry unless the backing pixel buffer is scaled by devicePixelRatio and CSS holds the logical size. The agent sets up the canvas loop, ships the blur, and moves on.
  • The agent treats accessibility as optional. Canvas and WebGL are accessibility black holes — no DOM, no semantics, AT sees nothing. A fallback (<canvas> fallback content, a parallel accessible DOM, a data table) is non-negotiable; without it the feature is invisible to a screen reader. And an icon-only button without an aria-label is equally invisible.

Read references/dom-vs-canvas-vs-webgl-and-fallback.md first — the decision tree that earns each escape from the DOM, the fallback contract, and the frame budget. Load at the start, re-check at every gate.

Speak the user's language. The decisions are the user's — which icon family, which allowed aspect ratios, which generative technique fits the surface. Read their fluency and gloss terms on first use (keyline / optical sizing, immediate mode vs retained scene graph, HiDPI / devicePixelRatio, CLS / aspect-ratio, LCP / fetchpriority, SDF / signed distance field, GLSL / WGSL, fallback path, frame budget / 16.7ms). A rendering pipeline the user can't trace is imposed infrastructure, not shared craft.

Read the full file on GitHub · 158 lines

Files

What ships with it

7 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 158 lines · 244 tokens per session scan A c240715fa547

Subscribe to this mod's changes

graphics is a skill published in the GitHub repository IamK77/Skill (2 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 244 tokens to every session and 6,322 once invoked, about $0.0012 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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