---
id: wiki-2026-0508-threejs-webgpu-파티클-예제
title: Threejs WebGPU 파티클 예제
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Three.js WebGPU Particles, TSL Particles]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [threejs, webgpu, particles, tsl, gpgpu]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: javascript
  framework: three.js
---

# Threejs WebGPU 파티클 예제

## 매 한 줄
> **"매 GPU compute shader 의 millions-of-particles 의 60fps"**. Three.js r170+ 의 WebGPURenderer 의 TSL (Three Shader Language) 의 compute node 의 particle position/velocity 의 GPU buffer 의 simulate. 매 2026 standard: WebGPU 의 baseline browser support (Chrome/Edge/Safari 17.4+/Firefox 127+) 의 production 의 reach.

## 매 핵심

### 매 architecture
- **Storage buffer**: 매 particle position/velocity 의 GPU memory 의 persist — 매 CPU readback 의 X.
- **Compute pass**: 매 frame 의 start 의 simulation step 의 dispatch.
- **Render pass**: 매 same buffer 의 vertex attribute 의 read — instanced point / mesh.
- **TSL**: 매 JS-authored shader graph 의 WGSL 의 compile — 매 backend portability (WebGPU + WebGL fallback).

### 매 핵심 node
- `storage()`: 매 mutable GPU buffer.
- `Fn()`: 매 reusable shader function.
- `instanceIndex`: 매 compute thread id.
- `attribute()`: 매 vertex attribute read.
- `uniform()`: 매 per-frame CPU-set value.

### 매 응용
1. Galaxy / nebula simulation 의 web demo.
2. GPGPU fluid (SPH, FLIP) 의 art piece.
3. Real-time crowd / flock (boid) 의 100k+ agent.
4. Data viz 의 millions-of-points scatter.

## 💻 패턴

### Setup WebGPURenderer
```javascript
import * as THREE from 'three/webgpu';
import { Fn, storage, instanceIndex, uniform, vec3, sin, cos, time } from 'three/tsl';

const renderer = new THREE.WebGPURenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
await renderer.init();
document.body.appendChild(renderer.domElement);
```

### Allocate particle buffers
```javascript
const COUNT = 500_000;
const positionBuffer = storage(new THREE.StorageInstancedBufferAttribute(COUNT, 3), 'vec3', COUNT);
const velocityBuffer = storage(new THREE.StorageInstancedBufferAttribute(COUNT, 3), 'vec3', COUNT);
```

### Init compute (one-time)
```javascript
const initCompute = Fn(() => {
  const i = instanceIndex;
  const angle = i.toFloat().mul(0.001);
  positionBuffer.element(i).assign(vec3(cos(angle).mul(50), 0, sin(angle).mul(50)));
  velocityBuffer.element(i).assign(vec3(0));
})().compute(COUNT);

await renderer.computeAsync(initCompute);
```

### Per-frame simulation
```javascript
const dt = uniform(0.016);
const simCompute = Fn(() => {
  const i = instanceIndex;
  const pos = positionBuffer.element(i);
  const vel = velocityBuffer.element(i);
  const gravity = pos.normalize().negate().mul(9.8);
  vel.addAssign(gravity.mul(dt));
  pos.addAssign(vel.mul(dt));
})().compute(COUNT);
```

### Render as instanced points
```javascript
const material = new THREE.SpriteNodeMaterial();
material.positionNode = positionBuffer.toAttribute();
material.colorNode = velocityBuffer.toAttribute().length().mul(0.1);

const mesh = new THREE.InstancedMesh(new THREE.PlaneGeometry(0.05), material, COUNT);
scene.add(mesh);
```

### Animation loop
```javascript
renderer.setAnimationLoop(async () => {
  dt.value = clock.getDelta();
  await renderer.computeAsync(simCompute);
  await renderer.renderAsync(scene, camera);
});
```

### Curl noise flow field
```javascript
import { mx_noise_vec3 } from 'three/tsl';

const flowCompute = Fn(() => {
  const i = instanceIndex;
  const pos = positionBuffer.element(i);
  const noise = mx_noise_vec3(pos.mul(0.1).add(time.mul(0.5)));
  velocityBuffer.element(i).assign(noise.mul(2));
  pos.addAssign(velocityBuffer.element(i).mul(dt));
})().compute(COUNT);
```

### WebGL fallback
```javascript
const renderer = WebGPU.isAvailable()
  ? new THREE.WebGPURenderer()
  : new THREE.WebGLRenderer();
// 매 TSL 의 same code 의 WebGL backend 의 transpile (compute X 의 limit 의 case 의 GPGPUComputationRenderer 의 fallback)
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| <10k particle, simple motion | CPU 의 BufferGeometry update |
| 10k–100k, WebGL2 only | GPGPUComputationRenderer (ping-pong texture) |
| 100k–10M, modern browser | WebGPURenderer + TSL compute |
| Physics-accurate fluid | WebGPU compute + custom WGSL |
| Cross-browser 의 require, IE/legacy | Canvas2D 또는 WebGL1 fallback |

**기본값**: 매 2026 의 new project 의 WebGPURenderer + TSL — 매 WebGL fallback 의 automatic.

## 🔗 Graph
- 부모: [[Three.js]] · [[WebGPU]]
- 변형: [[GPGPU]] · [[TSL Three Shader Language]]
- 응용: [[Particle System]]
- Adjacent: [[Compute Shader]] · [[Instanced Rendering]]

## 🤖 LLM 활용
**언제**: 매 100k+ particle 의 60fps 의 require, 매 modern browser 의 target.
**언제 X**: 매 static scene, low count, 또는 mobile-Safari-pre-17.4 의 fallback 의 critical.

## ❌ 안티패턴
- **CPU position update**: 매 frame 의 millions-of-vertex 의 GPU upload 의 PCIe bottleneck.
- **Compute pass 의 매 frame 의 buffer recreate**: 매 GC pressure 의 stutter — 매 reuse.
- **`renderer.compute()` sync wait**: 매 main thread 의 block — 매 `computeAsync` 의 use.
- **Float32 over-precision**: 매 WebGPU 의 f16 storage 의 bandwidth halve 의 opportunity 의 miss.
- **TSL 의 raw WGSL 의 mix 의 unnecessary**: 매 portability 의 break.

## 🧪 검증 / 중복
- Verified (Three.js r170+ docs, threejs.org/examples webgpu_compute_particles).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — TSL compute, instanced render, WebGL fallback |
