Given the following path (for example) which describes a SVG cubic bezier curve: \"M300,140C300,40,500,40,500,140\", and assuming a straight line connecting the end points 3
Convert the path to a polygon of arbitrary precision, and then calculate the area of the polygon.

At its core the above demo uses functions for adaptively subdividing path into a polygon and computing the area of a polygon:
// path: an SVG element
// threshold: a 'close-enough' limit (ignore subdivisions with area less than this)
// segments: (optional) how many segments to subdivisions to create at each level
// returns: a new SVG element
function pathToPolygonViaSubdivision(path,threshold,segments){
if (!threshold) threshold = 0.0001; // Get really, really close
if (!segments) segments = 3; // 2 segments creates 0-area triangles
var points = subdivide( ptWithLength(0), ptWithLength( path.getTotalLength() ) );
for (var i=points.length;i--;) points[i] = [points[i].x,points[i].y];
var doc = path.ownerDocument;
var poly = doc.createElementNS('http://www.w3.org/2000/svg','polygon');
poly.setAttribute('points',points.join(' '));
return poly;
// Record the distance along the path with the point for later reference
function ptWithLength(d) {
var pt = path.getPointAtLength(d); pt.d = d; return pt;
}
// Create segments evenly spaced between two points on the path.
// If the area of the result is less than the threshold return the endpoints.
// Otherwise, keep the intermediary points and subdivide each consecutive pair.
function subdivide(p1,p2){
var pts=[p1];
for (var i=1,step=(p2.d-p1.d)/segments;i
// Return the area for an SVG or
// Self-crossing polys reduce the effective 'area'
function polyArea(poly){
var area=0,pts=poly.points,len=pts.numberOfItems;
for(var i=0;i
Following is the original answer, which uses a different (non-adaptive) technique for converting the to a .

At its core the above demo uses functions for approximating a path with a polygon and computing the area of a polygon.
// Calculate the area of an SVG polygon/polyline
function polyArea(poly){
var area=0,pts=poly.points,len=pts.numberOfItems;
for(var i=0;i approximation for an SVG
function pathToPolygon(path,samples){
if (!samples) samples = 0;
var doc = path.ownerDocument;
var poly = doc.createElementNS('http://www.w3.org/2000/svg','polygon');
// Put all path segments in a queue
for (var segs=[],s=path.pathSegList,i=s.numberOfItems-1;i>=0;--i)
segs[i] = s.getItem(i);
var segments = segs.concat();
var seg,lastSeg,points=[],x,y;
var addSegmentPoint = function(s){
if (s.pathSegType == SVGPathSeg.PATHSEG_CLOSEPATH){
}else{
if (s.pathSegType%2==1 && s.pathSegType>1){
x+=s.x; y+=s.y;
}else{
x=s.x; y=s.y;
}
var last = points[points.length-1];
if (!last || x!=last[0] || y!=last[1]) points.push([x,y]);
}
};
for (var d=0,len=path.getTotalLength(),step=len/samples;d<=len;d+=step){
var seg = segments[path.getPathSegAtLength(d)];
var pt = path.getPointAtLength(d);
if (seg != lastSeg){
lastSeg = seg;
while (segs.length && segs[0]!=seg) addSegmentPoint( segs.shift() );
}
var last = points[points.length-1];
if (!last || pt.x!=last[0] || pt.y!=last[1]) points.push([pt.x,pt.y]);
}
for (var i=0,len=segs.length;i