--- id: wiki-2026-0508-instancing title: Instancing category: 10_Wiki/Topics status: verified canonical_id: self aliases: [GPU instancing, instanced rendering, drawInstanced] duplicate_of: none source_trust_level: A confidence_score: 0.95 verification_status: applied tags: [graphics, gpu, webgl, webgpu, threejs, performance] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: GLSL/WGSL framework: Three.js/WebGPU --- # Instancing ## 매 한 줄 > **"매 동일 mesh 를 N 번 그릴 때 single draw call 로 묶는 GPU 기법 — 매 per-instance attribute (transform, color) 만 다르게"**. 매 thousands → millions of objects 가 60fps 로 가능. 매 grass, particles, crowd, foliage 의 핵심. WebGL 2 / WebGPU / Vulkan / Metal 모두 native 지원. ## 매 핵심 ### 매 왜 빠른가 - **Draw call overhead 제거**: 매 CPU→GPU command 1번 만. - **Vertex buffer reuse**: 매 base mesh 1개, instance attr 만 streaming. - **GPU parallelism**: 매 instance 가 각 SM/CU 에 분산. ### 매 per-instance attribute 종류 - **Transform matrix** (mat4) — 매 가장 흔함. - **Color / tint** (vec4) - **Texture index** / atlas UV offset - **Animation frame** (skinned crowd) ### 매 응용 1. Three.js `InstancedMesh` — 매 50k tree, 100k particle. 2. Unreal HISM / Niagara, Unity GPU Instancer. 3. WebGPU compute-driven instancing — 매 frustum culling on GPU. 4. Game KvK map — 매 thousands of city/troop sprite. ## 💻 패턴 ### Three.js InstancedMesh ```javascript import * as THREE from "three"; const geometry = new THREE.BoxGeometry(1, 1, 1); const material = new THREE.MeshStandardMaterial({ color: 0x44aa88 }); const count = 10000; const mesh = new THREE.InstancedMesh(geometry, material, count); const m = new THREE.Matrix4(); for (let i = 0; i < count; i++) { m.setPosition( (Math.random() - 0.5) * 100, 0, (Math.random() - 0.5) * 100, ); mesh.setMatrixAt(i, m); } mesh.instanceMatrix.needsUpdate = true; scene.add(mesh); ``` ### Per-instance color ```javascript const colors = new Float32Array(count * 3); for (let i = 0; i < count; i++) { colors[i * 3] = Math.random(); colors[i * 3 + 1] = Math.random(); colors[i * 3 + 2] = Math.random(); } geometry.setAttribute( "instanceColor", new THREE.InstancedBufferAttribute(colors, 3), ); material.onBeforeCompile = (shader) => { shader.vertexShader = shader.vertexShader .replace("#include ", "#include \nattribute vec3 instanceColor; varying vec3 vColor;") .replace("#include ", "#include \nvColor = instanceColor;"); shader.fragmentShader = shader.fragmentShader .replace("#include ", "#include \nvarying vec3 vColor;") .replace("vec4 diffuseColor = vec4( diffuse, opacity );", "vec4 diffuseColor = vec4( diffuse * vColor, opacity );"); }; ``` ### Update single instance (game troop move) ```javascript function updateTroop(idx: number, x: number, z: number) { m.setPosition(x, 0, z); mesh.setMatrixAt(idx, m); mesh.instanceMatrix.needsUpdate = true; // 매 dirty flag } // 매 N 변경 시 partial range update (Three r150+) mesh.instanceMatrix.addUpdateRange(start * 16, count * 16); ``` ### WebGPU instanced draw ```javascript // WGSL vertex shader const wgsl = ` struct Instance { @location(3) m0: vec4f, @location(4) m1: vec4f, @location(5) m2: vec4f, @location(6) m3: vec4f }; @vertex fn vs(@location(0) pos: vec3f, instance: Instance) -> @builtin(position) vec4f { let model = mat4x4f(instance.m0, instance.m1, instance.m2, instance.m3); return uniforms.viewProj * model * vec4f(pos, 1.0); }`; // JS — drawIndexedIndirect 또는 draw with instanceCount pass.draw(vertexCount, instanceCount, 0, 0); ``` ### GPU frustum culling (compute → instanced draw) ```wgsl @compute @workgroup_size(64) fn cull(@builtin(global_invocation_id) gid: vec3u) { let idx = gid.x; if (idx >= arrayLength(&instances)) { return; } let m = instances[idx]; if (inFrustum(m.bbox)) { let out = atomicAdd(&visibleCount, 1u); visibleInstances[out] = m; } } // 매 visibleInstances + visibleCount → drawIndirect ``` ### Foliage with wind (vertex shader animation) ```glsl attribute mat4 instanceMatrix; uniform float uTime; void main() { vec3 p = position; float wind = sin(uTime + instanceMatrix[3].x * 0.1) * 0.1 * p.y; p.x += wind; gl_Position = projectionMatrix * viewMatrix * instanceMatrix * vec4(p, 1.0); } ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | Same mesh, ≥100 copies | InstancedMesh | | Different meshes, similar | BatchedMesh (Three r155+) | | Dynamic count + culling | GPU compute culling + drawIndirect | | Skinned crowd | Texture-baked anim + instancing | | Just 10 copies | 매 그냥 N draw — 매 instancing overhead 작음 | **기본값**: ≥100 copies of same mesh → InstancedMesh. ## 🔗 Graph - 부모: [[Draw Call Optimization]] - 변형: [[BatchedMesh]] · [[Indirect Drawing]] - 응용: [[Three.js]] · [[WebGPU]] - Adjacent: [[Frustum Culling]] · [[LOD]] ## 🤖 LLM 활용 **언제**: large-scale rendering 설계, particle / foliage / crowd 구현. **언제 X**: 매 single object, 매 매우 다른 mesh — 매 instancing overhead 정당화 X. ## ❌ 안티패턴 - **needsUpdate = true on every frame**: 매 모든 instance 변경 안 했어도 전체 upload — 매 partial update range 사용. - **instancing for unique meshes**: 매 효과 X — 매 BatchedMesh 또는 multi-draw indirect. - **CPU-side culling per instance**: 매 GPU compute 가 더 빠름 (10k+). ## 🧪 검증 / 중복 - Verified (Three.js docs, WebGPU spec, Real-Time Rendering 4th ed.). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — Three.js + WebGPU instancing 패턴 |