I have implemented a renderer for shapes described with a [L-System grammar][1]. Implementation of that is not important. Basically you feed it an angle and some rules, and it spits out a string of characters that represents instructions. For example, "+" means turn right *n* radians and vice versa. The instructions will only be computed once. The job of `.draw` is to read the instructions and draw it on a canvas continuously. The angle is always changing (however the instructions stay the same) and therefore this method will be called repeatedly: LSystem.prototype.draw = function(ctx, x, y) { var self = this; var path = this.path; var table = { "F": function(ctx) { ctx.moveTo(0, 0); ctx.lineTo(0, -5); ctx.translate(0, -5); }, "+": function(ctx) { ctx.rotate(self.angle); }, "-": function(ctx) { ctx.rotate(-self.angle); }, "[": function(ctx) { ctx.save(); }, "]": function(ctx) { ctx.restore(); } }; ctx.save(); ctx.beginPath(); ctx.moveTo(x + 0.5, y + 0.5); ctx.translate(x + 0.5, y + 0.5); for (var i = 0; i < path.length; i++) { var char = path[i]; var cmd = table[char]; cmd && cmd(ctx); } ctx.stroke(); ctx.restore(); }; A path (in my case) consists of over 6000 characters. It has no problem in drawing at 60FPS. However the main problem is that it uses a lot of CPU and I can hear the fans in my laptop starts spinning. This is not optimal and I'm looking for a way to solve this. By looking at the profiling tool in Chrome, we can see that it doesn't like `.rotate` and `.restore` being called repeatedly. What is a good way of optimizing the rendering and minimize CPU usage? Would calculating the coordinates for the entire path first then pass it to `.lineTo` a better choice? Keep in mind that the angle is different every time `.draw` is called, so the coordinates cannot be cached and reused. [1]: https://en.wikipedia.org/wiki/L-system