f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
151 lines
4.8 KiB
Markdown
151 lines
4.8 KiB
Markdown
---
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id: wiki-2026-0508-threejs-webgpurenderer
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title: Threejs WebGPURenderer
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Three.js WebGPU, WebGPURenderer, TSL]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [threejs, webgpu, graphics, web]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: TypeScript / JavaScript
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framework: Three.js r170+
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---
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# Threejs WebGPURenderer
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 WebGL → WebGPU shift
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- **Lower CPU overhead** — 매 explicit pipelines, fewer state-change costs.
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- **Compute shaders** — 매 GPGPU on the web (particles, fluid sim, ML inference).
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- **Modern API** — 매 Vulkan/Metal/D3D12 의 abstraction 의 inherit.
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- **Storage buffers** — 매 large structured data 의 GPU access.
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### 매 TSL (Three.js Shading Language)
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- 매 JS 로 shader 의 author — 매 cross-compile to WGSL (WebGPU) + GLSL (WebGL).
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- Node-based composition — 매 reusable shader graph.
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- 매 `MeshStandardNodeMaterial` 등 node-aware material.
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### 매 응용
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1. High-particle scenes (1M+ particles via compute).
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2. Real-time GPGPU (cloth, fluids, soft-body).
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3. Modern post-processing pipelines.
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## 💻 패턴
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### Renderer 의 setup
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```ts
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import * as THREE from "three/webgpu";
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const renderer = new THREE.WebGPURenderer({ antialias: true });
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await renderer.init(); // 매 async init 필수
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(innerWidth, innerHeight);
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document.body.appendChild(renderer.domElement);
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```
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### TSL material (node-based)
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```ts
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import { MeshStandardNodeMaterial, uniform, time, sin } from "three/tsl";
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const mat = new MeshStandardNodeMaterial();
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mat.colorNode = uniform(new THREE.Color(0x0088ff)).mul(sin(time).add(1).mul(0.5));
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mesh.material = mat;
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```
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### Compute shader (particles)
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```ts
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import { Fn, instanceIndex, storage, vec3, deltaTime } from "three/tsl";
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const positions = storage(positionBuffer, "vec3", count);
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const velocities = storage(velocityBuffer, "vec3", count);
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const updateParticles = Fn(() => {
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const i = instanceIndex;
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positions.element(i).addAssign(velocities.element(i).mul(deltaTime));
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});
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const compute = updateParticles().compute(count);
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renderer.computeAsync(compute);
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```
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### Fallback to WebGL
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```ts
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import WebGPU from "three/addons/capabilities/WebGPU.js";
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const Renderer = WebGPU.isAvailable()
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? (await import("three/webgpu")).WebGPURenderer
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: (await import("three")).WebGLRenderer;
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const renderer = new Renderer({ antialias: true });
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if (renderer.init) await renderer.init();
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```
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### Post-processing (PostProcessing API)
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```ts
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import { PostProcessing } from "three/webgpu";
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import { pass, mrt, output, emissive } from "three/tsl";
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const post = new PostProcessing(renderer);
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const scenePass = pass(scene, camera);
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scenePass.setMRT(mrt({ output, emissive }));
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const bloom = scenePass.getTextureNode("emissive").bloom(1.5);
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post.outputNode = scenePass.getTextureNode("output").add(bloom);
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```
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### Async render loop
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```ts
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renderer.setAnimationLoop(async () => {
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controls.update();
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await renderer.renderAsync(scene, camera);
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});
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Modern browsers, target audience | WebGPURenderer |
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| Legacy browser support | WebGLRenderer (fallback) |
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| Massive particle / GPGPU | WebGPU compute (필수) |
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| Simple scene | WebGL still fine |
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| Cross-API shader | TSL |
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| Production app (2026) | WebGPU primary, WebGL fallback |
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**기본값**: 매 new project 는 WebGPURenderer + WebGL fallback (WebGPU support 매 ~92% as of 2026).
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## 🔗 Graph
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- 부모: [[Threejs]] · [[WebGPU]]
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- 변형: [[Babylon-js]]
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- Adjacent: [[WGSL]] · [[GLSL]] · [[react-three-fiber]]
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## 🤖 LLM 활용
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**언제**: 매 modern web 3D, compute shader 의 필요, particle systems, custom shader pipelines.
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**언제 X**: 매 simple banner animations — 매 CSS / SVG 의 충분.
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## ❌ 안티패턴
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- **`renderer.init()` 의 forget**: 매 async init 매 필수 — 매 sync 가정 시 crash.
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- **WebGL-only shader (raw GLSL) 의 lock-in**: 매 TSL 로 portable 하게 작성.
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- **Per-frame buffer recreation**: 매 storage buffer 의 reuse — 매 GC pressure.
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- **Compute dispatch overuse**: 매 1k particles 의 compute 가 vertex shader 보다 slow 일 수 있음.
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## 🧪 검증 / 중복
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- Verified (Three.js docs r170+, WebGPU spec W3C CR 2024).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — WebGPU + TSL modern patterns |
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