--- id: wiki-2026-0508-threejs-webgpu-파티클-예제 title: Threejs WebGPU 파티클 예제 category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Three.js WebGPU Particles, TSL Particles] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [threejs, webgpu, particles, tsl, gpgpu] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: javascript framework: three.js --- # Threejs WebGPU 파티클 예제 ## 매 한 줄 > **"매 GPU compute shader 의 millions-of-particles 의 60fps"**. Three.js r170+ 의 WebGPURenderer 의 TSL (Three Shader Language) 의 compute node 의 particle position/velocity 의 GPU buffer 의 simulate. 매 2026 standard: WebGPU 의 baseline browser support (Chrome/Edge/Safari 17.4+/Firefox 127+) 의 production 의 reach. ## 매 핵심 ### 매 architecture - **Storage buffer**: 매 particle position/velocity 의 GPU memory 의 persist — 매 CPU readback 의 X. - **Compute pass**: 매 frame 의 start 의 simulation step 의 dispatch. - **Render pass**: 매 same buffer 의 vertex attribute 의 read — instanced point / mesh. - **TSL**: 매 JS-authored shader graph 의 WGSL 의 compile — 매 backend portability (WebGPU + WebGL fallback). ### 매 핵심 node - `storage()`: 매 mutable GPU buffer. - `Fn()`: 매 reusable shader function. - `instanceIndex`: 매 compute thread id. - `attribute()`: 매 vertex attribute read. - `uniform()`: 매 per-frame CPU-set value. ### 매 응용 1. Galaxy / nebula simulation 의 web demo. 2. GPGPU fluid (SPH, FLIP) 의 art piece. 3. Real-time crowd / flock (boid) 의 100k+ agent. 4. Data viz 의 millions-of-points scatter. ## 💻 패턴 ### Setup WebGPURenderer ```javascript import * as THREE from 'three/webgpu'; import { Fn, storage, instanceIndex, uniform, vec3, sin, cos, time } from 'three/tsl'; const renderer = new THREE.WebGPURenderer({ antialias: true }); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(window.innerWidth, window.innerHeight); await renderer.init(); document.body.appendChild(renderer.domElement); ``` ### Allocate particle buffers ```javascript const COUNT = 500_000; const positionBuffer = storage(new THREE.StorageInstancedBufferAttribute(COUNT, 3), 'vec3', COUNT); const velocityBuffer = storage(new THREE.StorageInstancedBufferAttribute(COUNT, 3), 'vec3', COUNT); ``` ### Init compute (one-time) ```javascript const initCompute = Fn(() => { const i = instanceIndex; const angle = i.toFloat().mul(0.001); positionBuffer.element(i).assign(vec3(cos(angle).mul(50), 0, sin(angle).mul(50))); velocityBuffer.element(i).assign(vec3(0)); })().compute(COUNT); await renderer.computeAsync(initCompute); ``` ### Per-frame simulation ```javascript const dt = uniform(0.016); const simCompute = Fn(() => { const i = instanceIndex; const pos = positionBuffer.element(i); const vel = velocityBuffer.element(i); const gravity = pos.normalize().negate().mul(9.8); vel.addAssign(gravity.mul(dt)); pos.addAssign(vel.mul(dt)); })().compute(COUNT); ``` ### Render as instanced points ```javascript const material = new THREE.SpriteNodeMaterial(); material.positionNode = positionBuffer.toAttribute(); material.colorNode = velocityBuffer.toAttribute().length().mul(0.1); const mesh = new THREE.InstancedMesh(new THREE.PlaneGeometry(0.05), material, COUNT); scene.add(mesh); ``` ### Animation loop ```javascript renderer.setAnimationLoop(async () => { dt.value = clock.getDelta(); await renderer.computeAsync(simCompute); await renderer.renderAsync(scene, camera); }); ``` ### Curl noise flow field ```javascript import { mx_noise_vec3 } from 'three/tsl'; const flowCompute = Fn(() => { const i = instanceIndex; const pos = positionBuffer.element(i); const noise = mx_noise_vec3(pos.mul(0.1).add(time.mul(0.5))); velocityBuffer.element(i).assign(noise.mul(2)); pos.addAssign(velocityBuffer.element(i).mul(dt)); })().compute(COUNT); ``` ### WebGL fallback ```javascript const renderer = WebGPU.isAvailable() ? new THREE.WebGPURenderer() : new THREE.WebGLRenderer(); // 매 TSL 의 same code 의 WebGL backend 의 transpile (compute X 의 limit 의 case 의 GPGPUComputationRenderer 의 fallback) ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | <10k particle, simple motion | CPU 의 BufferGeometry update | | 10k–100k, WebGL2 only | GPGPUComputationRenderer (ping-pong texture) | | 100k–10M, modern browser | WebGPURenderer + TSL compute | | Physics-accurate fluid | WebGPU compute + custom WGSL | | Cross-browser 의 require, IE/legacy | Canvas2D 또는 WebGL1 fallback | **기본값**: 매 2026 의 new project 의 WebGPURenderer + TSL — 매 WebGL fallback 의 automatic. ## 🔗 Graph - 부모: [[Three.js]] · [[WebGPU]] - 변형: [[GPGPU]] · [[TSL (Three Shader Language)]] - 응용: [[Particle System]] - Adjacent: [[Compute Shader]] · [[Instanced Rendering]] ## 🤖 LLM 활용 **언제**: 매 100k+ particle 의 60fps 의 require, 매 modern browser 의 target. **언제 X**: 매 static scene, low count, 또는 mobile-Safari-pre-17.4 의 fallback 의 critical. ## ❌ 안티패턴 - **CPU position update**: 매 frame 의 millions-of-vertex 의 GPU upload 의 PCIe bottleneck. - **Compute pass 의 매 frame 의 buffer recreate**: 매 GC pressure 의 stutter — 매 reuse. - **`renderer.compute()` sync wait**: 매 main thread 의 block — 매 `computeAsync` 의 use. - **Float32 over-precision**: 매 WebGPU 의 f16 storage 의 bandwidth halve 의 opportunity 의 miss. - **TSL 의 raw WGSL 의 mix 의 unnecessary**: 매 portability 의 break. ## 🧪 검증 / 중복 - Verified (Three.js r170+ docs, threejs.org/examples webgpu_compute_particles). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — TSL compute, instanced render, WebGL fallback |