chore(brain): ASTRA 성장 자산 동기화 — 기능 인벤토리·growth(약점프로필/학습큐)·일화기억·장기기억·회의록 원문
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id: wiki-2026-0508-threejs
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title: Three.js
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Three.js, three, 3D web, WebGL library]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [3d, webgl, webgpu, graphics, threejs]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: three.js-r170
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---
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# Three.js
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## 매 한 줄
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> **"매 web 의 de-facto 3D library — WebGL/WebGPU 의 high-level wrapper"**. 매 scene graph + materials + lights + cameras + loaders. 2026 r170+ — WebGPURenderer stable, TSL (Three Shading Language), node-based materials. React 통합은 `@react-three/fiber`.
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## 매 핵심
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### 매 core entities
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- **Scene**: 매 graph root.
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- **Camera**: Perspective / Orthographic.
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- **Renderer**: WebGLRenderer / WebGPURenderer.
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- **Mesh** = Geometry + Material.
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- **Light**: Ambient / Directional / Point / Spot.
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### 매 render loop
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- `requestAnimationFrame` → update → renderer.render(scene, camera).
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- 매 r3f 는 자동 loop.
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### 매 응용
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1. Product configurator (3D customization).
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2. Data visualization (graph, scatter).
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3. WebXR (VR/AR).
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4. Game / interactive art.
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## 💻 패턴
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### Vanilla minimal
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```typescript
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import * as THREE from 'three';
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(
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75, window.innerWidth / window.innerHeight, 0.1, 1000,
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);
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camera.position.z = 5;
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const renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setPixelRatio(window.devicePixelRatio);
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document.body.appendChild(renderer.domElement);
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const geo = new THREE.BoxGeometry(1, 1, 1);
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const mat = new THREE.MeshStandardMaterial({ color: 0x6699ff });
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const cube = new THREE.Mesh(geo, mat);
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scene.add(cube);
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scene.add(new THREE.AmbientLight(0xffffff, 0.4));
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const dir = new THREE.DirectionalLight(0xffffff, 1);
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dir.position.set(5, 5, 5);
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scene.add(dir);
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renderer.setAnimationLoop(() => {
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cube.rotation.x += 0.01;
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cube.rotation.y += 0.01;
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renderer.render(scene, camera);
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});
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```
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### WebGPU renderer (r170+)
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```typescript
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import * as THREE from 'three/webgpu';
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import { color, normalLocal } from 'three/tsl';
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const renderer = new THREE.WebGPURenderer({ antialias: true });
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await renderer.init();
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const mat = new THREE.MeshBasicNodeMaterial();
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mat.colorNode = color('#6699ff').mul(normalLocal.length());
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```
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### React Three Fiber
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```tsx
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import { Canvas, useFrame } from '@react-three/fiber';
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import { OrbitControls, Environment } from '@react-three/drei';
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import { useRef } from 'react';
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import type { Mesh } from 'three';
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function Box() {
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const ref = useRef<Mesh>(null);
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useFrame((_, dt) => {
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if (ref.current) ref.current.rotation.y += dt;
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});
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return (
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<mesh ref={ref}>
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<boxGeometry args={[1, 1, 1]} />
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<meshStandardMaterial color="#6699ff" />
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</mesh>
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);
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}
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export default function App() {
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return (
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<Canvas camera={{ position: [3, 3, 3] }}>
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<Environment preset="city" />
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<Box />
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<OrbitControls />
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</Canvas>
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);
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}
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```
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### GLTF model loading
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```typescript
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
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const draco = new DRACOLoader();
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draco.setDecoderPath('https://www.gstatic.com/draco/v1/decoders/');
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const loader = new GLTFLoader();
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loader.setDRACOLoader(draco);
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const gltf = await loader.loadAsync('/model.glb');
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scene.add(gltf.scene);
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```
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```tsx
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// r3f
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import { useGLTF } from '@react-three/drei';
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function Model() {
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const { scene } = useGLTF('/model.glb');
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return <primitive object={scene} />;
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}
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```
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### Postprocessing
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```typescript
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import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
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const composer = new EffectComposer(renderer);
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composer.addPass(new RenderPass(scene, camera));
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composer.addPass(new UnrealBloomPass(
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new THREE.Vector2(window.innerWidth, window.innerHeight),
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0.8, 0.4, 0.85,
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));
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renderer.setAnimationLoop(() => composer.render());
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```
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### Instanced rendering (10k+ objects)
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```typescript
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const count = 10_000;
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const mesh = new THREE.InstancedMesh(geo, mat, count);
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const dummy = new THREE.Object3D();
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for (let i = 0; i < count; i++) {
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dummy.position.set(
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(Math.random() - 0.5) * 100,
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(Math.random() - 0.5) * 100,
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(Math.random() - 0.5) * 100,
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);
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dummy.updateMatrix();
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mesh.setMatrixAt(i, dummy.matrix);
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}
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scene.add(mesh);
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```
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### Disposal (memory)
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```typescript
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function dispose(obj: THREE.Object3D) {
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obj.traverse((child) => {
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if ((child as THREE.Mesh).isMesh) {
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const m = child as THREE.Mesh;
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m.geometry.dispose();
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const mats = Array.isArray(m.material) ? m.material : [m.material];
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mats.forEach((mat) => mat.dispose());
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}
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});
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}
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```
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### WebXR (VR)
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```typescript
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renderer.xr.enabled = true;
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import { VRButton } from 'three/addons/webxr/VRButton.js';
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document.body.appendChild(VRButton.createButton(renderer));
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```
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## 매 결정 기준
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| 상황 | Approach |
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| 매 React app | `@react-three/fiber` + drei |
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| 매 vanilla / lib | three.js direct |
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| 매 GPU compute / advanced shader | WebGPURenderer + TSL |
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| 매 game | Babylon.js / PlayCanvas (more game-oriented) |
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| 매 declarative UI integration | r3f (preferred) |
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**기본값**: 매 React → r3f + drei. 매 그 외 → three.js + addons.
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## 🔗 Graph
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- 부모: [[3D_Web]] · [[WebGL]]
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- 변형: [[Babylon_js]]
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- 응용: [[React_Three_Fiber]] · [[drei]] · [[WebXR]]
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- Adjacent: [[Shader]] · [[WebGPU]]
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## 🤖 LLM 활용
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**언제**: 매 scene scaffold, 매 shader translate, 매 r3f component generation.
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**언제 X**: 매 production shader optimization — 매 hand-tune 필요.
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## ❌ 안티패턴
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- **Forgetting dispose**: 매 GPU memory leak.
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- **`new THREE.X` in render loop**: 매 GC pressure.
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- **No `setPixelRatio`**: 매 retina blurry.
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- **Many individual meshes**: 매 instancing 의 사용.
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- **Direct DOM rerender on every frame**: 매 r3f 의 자동 loop 무시.
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## 🧪 검증 / 중복
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- Verified (three.js r170 docs, react-three/fiber docs, mrdoob, 2026).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Three.js r170 with WebGPU, TSL, r3f, instancing |
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