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에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게 [공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류. 문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인). - Topic_Programming → Domain_Programming (내부 구조 보존) - Topic_Graphic → Domain_Design - Topic_Business → Domain_Product - Topic_General → Domain_General - _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning), Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing) - 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서) - 빈 폴더 정리 (memory/procedures) - 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-threejs-webgpurenderer | Threejs WebGPURenderer | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
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
MeshStandardNodeMaterial등 node-aware material.
매 응용
- High-particle scenes (1M+ particles via compute).
- Real-time GPGPU (cloth, fluids, soft-body).
- Modern post-processing pipelines.
💻 패턴
Renderer 의 setup
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)
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)
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
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)
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
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
🤖 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 |