--- id: wiki-2026-0508-threejs-webgpurenderer title: Threejs WebGPURenderer category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Three.js WebGPU, WebGPURenderer, TSL] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [threejs, webgpu, graphics, web] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: TypeScript / JavaScript framework: Three.js r170+ --- # Threejs WebGPURenderer ## 매 한 줄 > **"매 modern GPU access for the web"**. Three.js의 WebGPURenderer (r170+, 2024-2026 stable)는 WebGL 의 successor — 매 compute shaders, modern bind groups, lower CPU overhead. TSL (Three.js Shading Language) 로 cross-API shader (WebGPU + WebGL fallback) 의 author 가능. ## 매 핵심 ### 매 WebGL → WebGPU shift - **Lower CPU overhead** — 매 explicit pipelines, fewer state-change costs. - **Compute shaders** — 매 GPGPU on the web (particles, fluid sim, ML inference). - **Modern API** — 매 Vulkan/Metal/D3D12 의 abstraction 의 inherit. - **Storage buffers** — 매 large structured data 의 GPU access. ### 매 TSL (Three.js Shading Language) - 매 JS 로 shader 의 author — 매 cross-compile to WGSL (WebGPU) + GLSL (WebGL). - Node-based composition — 매 reusable shader graph. - 매 `MeshStandardNodeMaterial` 등 node-aware material. ### 매 응용 1. High-particle scenes (1M+ particles via compute). 2. Real-time GPGPU (cloth, fluids, soft-body). 3. Modern post-processing pipelines. ## 💻 패턴 ### Renderer 의 setup ```ts import * as THREE from "three/webgpu"; const renderer = new THREE.WebGPURenderer({ antialias: true }); await renderer.init(); // 매 async init 필수 renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(innerWidth, innerHeight); document.body.appendChild(renderer.domElement); ``` ### TSL material (node-based) ```ts import { MeshStandardNodeMaterial, uniform, time, sin } from "three/tsl"; const mat = new MeshStandardNodeMaterial(); mat.colorNode = uniform(new THREE.Color(0x0088ff)).mul(sin(time).add(1).mul(0.5)); mesh.material = mat; ``` ### Compute shader (particles) ```ts import { Fn, instanceIndex, storage, vec3, deltaTime } from "three/tsl"; const positions = storage(positionBuffer, "vec3", count); const velocities = storage(velocityBuffer, "vec3", count); const updateParticles = Fn(() => { const i = instanceIndex; positions.element(i).addAssign(velocities.element(i).mul(deltaTime)); }); const compute = updateParticles().compute(count); renderer.computeAsync(compute); ``` ### Fallback to WebGL ```ts import WebGPU from "three/addons/capabilities/WebGPU.js"; const Renderer = WebGPU.isAvailable() ? (await import("three/webgpu")).WebGPURenderer : (await import("three")).WebGLRenderer; const renderer = new Renderer({ antialias: true }); if (renderer.init) await renderer.init(); ``` ### Post-processing (PostProcessing API) ```ts import { PostProcessing } from "three/webgpu"; import { pass, mrt, output, emissive } from "three/tsl"; const post = new PostProcessing(renderer); const scenePass = pass(scene, camera); scenePass.setMRT(mrt({ output, emissive })); const bloom = scenePass.getTextureNode("emissive").bloom(1.5); post.outputNode = scenePass.getTextureNode("output").add(bloom); ``` ### Async render loop ```ts renderer.setAnimationLoop(async () => { controls.update(); await renderer.renderAsync(scene, camera); }); ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | Modern browsers, target audience | WebGPURenderer | | Legacy browser support | WebGLRenderer (fallback) | | Massive particle / GPGPU | WebGPU compute (필수) | | Simple scene | WebGL still fine | | Cross-API shader | TSL | | Production app (2026) | WebGPU primary, WebGL fallback | **기본값**: 매 new project 는 WebGPURenderer + WebGL fallback (WebGPU support 매 ~92% as of 2026). ## 🔗 Graph - 부모: [[Threejs]] · [[WebGPU]] - 변형: [[Babylonjs]] - Adjacent: [[WGSL]] · [[GLSL]] · [[react-three-fiber]] ## 🤖 LLM 활용 **언제**: 매 modern web 3D, compute shader 의 필요, particle systems, custom shader pipelines. **언제 X**: 매 simple banner animations — 매 CSS / SVG 의 충분. ## ❌ 안티패턴 - **`renderer.init()` 의 forget**: 매 async init 매 필수 — 매 sync 가정 시 crash. - **WebGL-only shader (raw GLSL) 의 lock-in**: 매 TSL 로 portable 하게 작성. - **Per-frame buffer recreation**: 매 storage buffer 의 reuse — 매 GC pressure. - **Compute dispatch overuse**: 매 1k particles 의 compute 가 vertex shader 보다 slow 일 수 있음. ## 🧪 검증 / 중복 - Verified (Three.js docs r170+, WebGPU spec W3C CR 2024). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — WebGPU + TSL modern patterns |