--- id: wiki-2026-0508-three-mesh-bvh title: three-mesh-bvh category: 10_Wiki/Topics status: verified canonical_id: self aliases: [three mesh bvh, MeshBVH, three.js BVH] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [three.js, bvh, raycasting, performance, webgl] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: typescript framework: three.js --- # three-mesh-bvh ## 매 한 줄 > **"매 three.js mesh 의 BVH (Bounding Volume Hierarchy) 가속 구조"**. 매 raycasting / intersection / nearest-point query 를 O(N) → O(log N) 으로 — 매 100k+ triangle scene 에서 60fps raycast 가능. 2026 v0.7+ 가 GPU BVH (`MeshBVHUniformStruct`) 와 WebGPU 지원. ## 매 핵심 ### 매 동작 원리 - Mesh geometry 의 triangle 들을 spatial 계층 (AABB 또는 OBB) 으로 분할. - Built-in `Mesh.raycast` 를 BVH-aware version 으로 monkey-patch (`acceleratedRaycast`). - Build 옵션: `CENTER` (fast), `AVERAGE` (balanced), `SAH` (Surface Area Heuristic, best query). ### 매 핵심 features - **Raycast** acceleration. - **shapecast**: 임의 shape (sphere/box/triangle) 와의 intersection traversal. - **closestPointToPoint** / **closestPointToGeometry**. - **CSG**: three-bvh-csg 와 결합한 boolean op. - **GPU BVH** (2026): shader 에서 BVH traversal — pathtracing, generative geometry. ### 매 응용 1. VR scene 의 hand-controller raycast (수만 mesh). 2. CAD/CAM viewer 의 pick/snap. 3. Pathtracer, denoiser, AI 보조 generative scene. 4. Voxelization / signed-distance field 생성. ## 💻 패턴 ### Basic raycast acceleration ```ts import { computeBoundsTree, disposeBoundsTree, acceleratedRaycast } from 'three-mesh-bvh'; import * as THREE from 'three'; THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree; THREE.BufferGeometry.prototype.disposeBoundsTree = disposeBoundsTree; THREE.Mesh.prototype.raycast = acceleratedRaycast; const mesh = new THREE.Mesh(geometry, material); geometry.computeBoundsTree({ strategy: 'SAH' }); const raycaster = new THREE.Raycaster(); const hits = raycaster.intersectObject(mesh); // O(log N) ``` ### shapecast (sphere intersection) ```ts import { MeshBVH } from 'three-mesh-bvh'; const bvh = new MeshBVH(geometry); const sphere = new THREE.Sphere(new THREE.Vector3(0, 1, 0), 0.5); bvh.shapecast({ intersectsBounds: (box) => sphere.intersectsBox(box), intersectsTriangle: (triangle) => { if (triangle.intersectsSphere(sphere)) return true; return false; }, }); ``` ### Closest point query ```ts const target = { point: new THREE.Vector3(), distance: 0, faceIndex: -1 }; bvh.closestPointToPoint(new THREE.Vector3(1, 2, 3), target); console.log(target.distance, target.point); ``` ### Web Worker generation ```ts import { GenerateMeshBVHWorker } from 'three-mesh-bvh/src/workers/GenerateMeshBVHWorker.js'; const worker = new GenerateMeshBVHWorker(); const bvh = await worker.generate(geometry, { strategy: 'SAH' }); geometry.boundsTree = bvh; ``` ### GPU BVH (2026 WebGPU) ```ts import { MeshBVHUniformStruct } from 'three-mesh-bvh'; const bvhUniform = new MeshBVHUniformStruct(); bvhUniform.updateFrom(bvh); // shader 에서 bvhIntersectFirstHit(bvh, rayOrigin, rayDirection) ``` ### Visualizer (debug) ```ts import { MeshBVHHelper } from 'three-mesh-bvh'; const helper = new MeshBVHHelper(mesh, 10); scene.add(helper); ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | <1k tri, 정적 raycast | BVH 불필요 (built-in) | | 10k+ tri, 매 frame raycast | `computeBoundsTree({ strategy: 'SAH' })` | | Animation / morph | refit `bvh.refit()` | | Heavy CAD | Worker + serialize/deserialize | | Pathtracer / GPU AO | `MeshBVHUniformStruct` | **기본값**: `SAH` strategy + on demand build, animation 시 `refit()`. ## 🔗 Graph - 부모: [[BVH]] · [[Three.js]] - 변형: [[Octree]] · [[K-D Tree]] - 응용: [[Raycasting]] · [[Collision-Detection]] - Adjacent: [[BatchedMesh 및 InstancedMesh 성능 벤치마크]] · [[BufferGeometry]] ## 🤖 LLM 활용 **언제**: 매 large mesh raycast / proximity query 가 hot path 일 때 — 특히 VR / CAD / gen AI scene. **언제 X**: 매 simple sphere/box collision — manual primitive check 가 빠름. ## ❌ 안티패턴 - **매 frame full rebuild**: `refit()` 사용. - **CENTER strategy 로 build 시간 절약**: query 가 2-3x 느려짐. SAH 의 build cost 는 1회. - **BVH dispose 안 함**: geometry 교체 시 leak — `geometry.disposeBoundsTree()`. - **shapecast 의 `intersectsBounds` false positive 무시**: triangle 까지 끝까지 traverse — feedback 손실. ## 🧪 검증 / 중복 - Verified (three-mesh-bvh v0.7+ README, gkjohnson 의 demo & changelog, three.js examples). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — full content with shapecast/GPU BVH + worker |