--- id: wiki-2026-0508-시뮬레이션-simulation title: 시뮬레이션(Simulation) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Frontend Simulation, Browser Physics Simulation, WebGL Simulation, Particle System] duplicate_of: none source_trust_level: A confidence_score: 0.84 verification_status: applied tags: [frontend, simulation, webgl, webgpu, physics, particle, canvas] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: TypeScript / GLSL / WGSL framework: Three.js, WebGPU, matter.js, rapier.js, p5.js --- # 시뮬레이션(Simulation) ## 매 한 줄 > **"매 frontend 의 simulation — 매 real-time interactive computation: physics, particle, fluid, agent-based, financial — 매 main thread 의 X, 매 GPU compute / Worker 의 offload"**. 매 2026 의 modern stack: WebGPU compute shader (10-100× WebGL), Rust→WASM physics (rapier), Three.js + WebGPU renderer. ## 매 핵심 ### 매 Simulation 의 categories - **Physics simulation** — rigid body, soft body, cloth (rapier, matter.js, cannon.js). - **Particle system** — fire, smoke, snow (GPU instancing). - **Fluid simulation** — Navier-Stokes (compute shader, SPH). - **Agent-based** — boids, crowd, traffic. - **Financial / Monte Carlo** — option pricing, risk simulation. - **Cellular automata** — Game of Life, Reaction-Diffusion. ### 매 Performance Architecture - **Main thread** — DOM, input handling 만. - **Worker** — physics step, integration (Rust→WASM). - **GPU compute (WebGPU)** — particle update, fluid, large array. - **OffscreenCanvas** — 매 worker 의 직접 render. - **SharedArrayBuffer** — main↔worker 의 zero-copy state. ### 매 2026 의 key tech - **WebGPU** — Chrome 113+, Safari 18+, Firefox 130+. - **Compute shader (WGSL)** — 매 general-purpose GPU 계산. - **Rapier 0.x** — Rust physics, 10× cannon.js. - **Three.js r170+** — WebGPURenderer 의 stable. ## 💻 패턴 ### Pattern 1: WebGPU Compute (particle update) ```ts // 매 100k particle 의 GPU 의 update const adapter = await navigator.gpu.requestAdapter(); const device = await adapter!.requestDevice(); const computeShader = device.createShaderModule({ code: ` struct Particle { pos: vec2f, vel: vec2f }; @group(0) @binding(0) var particles: array; @group(0) @binding(1) var dt: f32; @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3u) { let i = id.x; if (i >= arrayLength(&particles)) { return; } var p = particles[i]; p.vel += vec2f(0, -9.81) * dt; p.pos += p.vel * dt; if (p.pos.y < 0) { p.vel.y *= -0.8; p.pos.y = 0; } particles[i] = p; } ` }); ``` ### Pattern 2: Rapier (Rust→WASM physics) ```ts import RAPIER from '@dimforge/rapier3d-compat'; await RAPIER.init(); const world = new RAPIER.World({ x: 0, y: -9.81, z: 0 }); const groundDesc = RAPIER.RigidBodyDesc.fixed(); const ground = world.createRigidBody(groundDesc); world.createCollider(RAPIER.ColliderDesc.cuboid(10, 0.1, 10), ground); const ballDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(0, 5, 0); const ball = world.createRigidBody(ballDesc); world.createCollider(RAPIER.ColliderDesc.ball(0.5).setRestitution(0.7), ball); function step() { world.step(); const t = ball.translation(); mesh.position.set(t.x, t.y, t.z); requestAnimationFrame(step); } ``` ### Pattern 3: Three.js Particle System (instancing) ```ts import * as THREE from 'three'; const count = 100_000; const geometry = new THREE.BufferGeometry(); const positions = new Float32Array(count * 3); for (let i = 0; i < count; i++) { positions[i*3] = (Math.random() - 0.5) * 100; positions[i*3+1] = Math.random() * 50; positions[i*3+2] = (Math.random() - 0.5) * 100; } geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3)); const material = new THREE.PointsMaterial({ size: 0.1, color: 0xffaa00 }); const points = new THREE.Points(geometry, material); scene.add(points); ``` ### Pattern 4: Boids (agent-based) ```ts function update(boids: Boid[], dt: number) { for (const b of boids) { let coh = vec(0,0), sep = vec(0,0), alg = vec(0,0); let n = 0; for (const o of boids) { const d = dist(b.pos, o.pos); if (d > 0 && d < 50) { coh = add(coh, o.pos); alg = add(alg, o.vel); if (d < 20) sep = sub(sep, sub(o.pos, b.pos)); n++; } } if (n > 0) { coh = scale(sub(scale(coh, 1/n), b.pos), 0.01); alg = scale(scale(alg, 1/n), 0.05); } b.vel = add(b.vel, add(coh, add(sep, alg))); b.vel = limit(b.vel, 200); b.pos = add(b.pos, scale(b.vel, dt)); } } ``` ### Pattern 5: Worker offload + OffscreenCanvas ```ts // main.ts const canvas = document.querySelector('canvas')!; const off = canvas.transferControlToOffscreen(); const worker = new Worker('./sim.worker.ts', { type: 'module' }); worker.postMessage({ canvas: off }, [off]); // sim.worker.ts self.onmessage = ({ data }) => { const ctx = data.canvas.getContext('webgpu') as GPUCanvasContext; // ... initialize WebGPU + run sim loop entirely off main thread }; ``` ### Pattern 6: Reaction-Diffusion (cellular) ```ts // Gray-Scott equation 의 step (compute shader pseudo) @compute @workgroup_size(8, 8) fn step(@builtin(global_invocation_id) id: vec3u) { let p = vec2i(id.xy); let A = textureLoad(input, p, 0).r; let B = textureLoad(input, p, 0).g; let lapA = laplacian_r(input, p); let lapB = laplacian_g(input, p); let dA = Da*lapA - A*B*B + f*(1.0 - A); let dB = Db*lapB + A*B*B - (k + f)*B; textureStore(output, p, vec4f(A + dA, B + dB, 0, 1)); } ``` ### Pattern 7: Fixed Timestep with Interpolation ```ts const FIXED_DT = 1/60; let acc = 0, prevState: State, state: State; function frame(now: number) { const dt = (now - lastT) / 1000; lastT = now; acc += Math.min(dt, 0.25); while (acc >= FIXED_DT) { prevState = clone(state); state = step(state, FIXED_DT); acc -= FIXED_DT; } const alpha = acc / FIXED_DT; render(lerp(prevState, state, alpha)); requestAnimationFrame(frame); } ``` ## 매 결정 기준 | 시뮬레이션 | Tech | |---|---| | Rigid body 3D | Rapier (Rust→WASM) | | 2D physics game | matter.js | | Particle 100k+ | WebGPU compute | | Particle <10k | Three.js Points | | Fluid | WebGPU compute (SPH) | | Crowd / boids | Worker + Float32Array | | Cellular automata | WebGPU compute texture | **기본값**: Worker 의 simulation step + WebGPU compute (대규모) + OffscreenCanvas 의 render + fixed timestep. ## 🔗 Graph - 부모: [[Frontend]] · [[WebGL]] - 변형: [[WebGPU]] · [[Three.js]] · [[Game Loop]] - 응용: [[Particle System]] · [[Physics Engine]] - Adjacent: [[Web Worker (웹 워커)|Web Workers]] · [[OffscreenCanvas]] · [[Monte Carlo Simulation]] ## 🤖 LLM 활용 **언제**: simulation algorithm 의 selection (Verlet vs Euler), WebGPU compute shader 의 boilerplate 생성, fixed timestep 의 패턴 권고. **언제 X**: 매 GPU driver-specific 의 issue — 매 actual hardware 의 test 의 필요. ## ❌ 안티패턴 - **변동 dt 의 sim step**: 매 deterministic 의 X, 매 instability. - **Main thread 의 100k particle**: 매 jank 의 보장. - **DOM element 의 particle 의 render**: 매 reflow 폭발. - **Per-frame allocation**: 매 GC pause, 매 stutter. - **Naive O(n²) collision**: 매 spatial hash / quadtree 의 사용. ## 🧪 검증 / 중복 - Verified (WebGPU spec, Rapier docs, Three.js r170 docs, Glenn Fiedler "Fix Your Timestep" 2026). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — simulation categories, WebGPU compute, Rapier, fixed timestep |