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>
199 lines
6.1 KiB
Markdown
199 lines
6.1 KiB
Markdown
---
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id: wiki-2026-0508-instancedmesh
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title: InstancedMesh
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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: [InstancedMesh, GPU Instancing, three.js InstancedMesh]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.95
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verification_status: applied
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tags: [threejs, webgl, gpu-instancing, rendering, performance]
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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: JavaScript/TypeScript
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framework: three.js
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---
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# InstancedMesh
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## 매 한 줄
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> **"매 thousands of meshes 매 single draw call"**. `THREE.InstancedMesh` 매 same-geometry+material 매 N copies 매 GPU instancing 매 single draw — 매 forest, crowd, particle, voxel 의 standard pattern. 2026 매 r170+ 매 BatchedMesh (multi-geometry instancing) 매 추가됨.
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## 매 핵심
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### 매 InstancedMesh vs alternatives
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- **Mesh × N**: 매 N draw calls. 매 simple, 매 slow at >100.
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- **InstancedMesh**: 매 1 draw call, 매 same geom/material, 매 per-instance matrix + color.
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- **BatchedMesh** (r150+): 매 1 draw call, 매 different geom 가능, 매 same material.
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- **Custom shader InstancedBufferGeometry**: 매 full control, 매 boilerplate.
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### 매 Per-instance attributes
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- **`setMatrixAt(i, matrix)`** — 매 position/rotation/scale.
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- **`setColorAt(i, color)`** — 매 per-instance tint (requires instanceColor).
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- **Custom `InstancedBufferAttribute`** — 매 임의 per-instance data (HP, age, type).
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### 매 응용
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1. **Forest/foliage**: 10k 매 trees 매 60fps.
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2. **Crowd simulation**: 매 NPCs 매 unique pose 매 transform.
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3. **Voxel terrain**: 매 cube instance 매 chunk.
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4. **Particle system**: 매 GPU-driven particle.
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5. **Bullet patterns**: 매 bullet hell 매 thousands of bullets.
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## 💻 패턴
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### Basic InstancedMesh
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```javascript
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import * as THREE from 'three';
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const count = 10000;
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const geom = new THREE.BoxGeometry(1, 1, 1);
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const mat = new THREE.MeshStandardMaterial({ color: 0x44aa88 });
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const mesh = new THREE.InstancedMesh(geom, mat, count);
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const m = new THREE.Matrix4();
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for (let i = 0; i < count; i++) {
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m.setPosition(
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(Math.random() - 0.5) * 100,
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(Math.random() - 0.5) * 100,
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(Math.random() - 0.5) * 100
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);
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mesh.setMatrixAt(i, m);
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}
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mesh.instanceMatrix.needsUpdate = true;
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scene.add(mesh);
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```
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### Per-instance color
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```javascript
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mesh.instanceColor = new THREE.InstancedBufferAttribute(
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new Float32Array(count * 3), 3
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);
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const c = new THREE.Color();
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for (let i = 0; i < count; i++) {
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c.setHSL(i / count, 0.7, 0.5);
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mesh.setColorAt(i, c);
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}
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mesh.instanceColor.needsUpdate = true;
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```
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### Dynamic update (animated swarm)
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```javascript
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const dummy = new THREE.Object3D();
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function tick(time) {
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for (let i = 0; i < count; i++) {
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dummy.position.set(
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Math.sin(time + i) * 10,
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Math.cos(time * 0.5 + i * 0.3) * 5,
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Math.sin(time * 0.3 + i) * 10
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);
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dummy.rotation.y = time + i;
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dummy.updateMatrix();
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mesh.setMatrixAt(i, dummy.matrix);
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}
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mesh.instanceMatrix.needsUpdate = true;
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}
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```
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### Custom per-instance attribute (shader)
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```javascript
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const hpAttr = new THREE.InstancedBufferAttribute(new Float32Array(count), 1);
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geom.setAttribute('aHp', hpAttr);
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mat.onBeforeCompile = (shader) => {
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shader.vertexShader = shader.vertexShader
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.replace('#include <common>', `
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#include <common>
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attribute float aHp;
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varying float vHp;
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`)
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.replace('#include <begin_vertex>', `
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#include <begin_vertex>
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vHp = aHp;
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`);
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shader.fragmentShader = shader.fragmentShader
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.replace('#include <common>', `
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#include <common>
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varying float vHp;
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`)
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.replace('#include <dithering_fragment>', `
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gl_FragColor.rgb = mix(vec3(1,0,0), gl_FragColor.rgb, vHp);
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#include <dithering_fragment>
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`);
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};
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```
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### Frustum culling per instance (CPU side)
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```javascript
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const frustum = new THREE.Frustum().setFromProjectionMatrix(
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new THREE.Matrix4().multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse)
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);
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let visible = 0;
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for (let i = 0; i < total; i++) {
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if (frustum.containsPoint(positions[i])) {
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visibleMesh.setMatrixAt(visible++, matrices[i]);
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}
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}
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visibleMesh.count = visible;
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visibleMesh.instanceMatrix.needsUpdate = true;
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```
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### BatchedMesh (r150+, multi-geometry)
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```javascript
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const batch = new THREE.BatchedMesh(maxInstances, maxVerts, maxIndices, mat);
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const treeId = batch.addGeometry(treeGeom);
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const rockId = batch.addGeometry(rockGeom);
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for (let i = 0; i < 5000; i++) batch.addInstance(i % 2 === 0 ? treeId : rockId);
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```
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### Raycasting against InstancedMesh
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```javascript
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const raycaster = new THREE.Raycaster();
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raycaster.setFromCamera(mouse, camera);
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const hits = raycaster.intersectObject(mesh);
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if (hits.length) {
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const i = hits[0].instanceId;
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console.log('Hit instance', i);
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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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| 매 same geom/material × N (>100) | InstancedMesh |
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| 매 different geom × N | BatchedMesh (r150+) |
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| 매 fully GPU-driven (compute-style) | InstancedBufferGeometry + WebGPU |
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| 매 N < 50 | regular Mesh OK |
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| 매 LOD per instance | InstancedMesh × LOD level + custom culling |
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**기본값**: 매 N ≥ 100 → InstancedMesh.
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## 🔗 Graph
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- 부모: [[three.js]] · [[GPU-Instancing]]
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- 변형: [[BatchedMesh]]
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- 응용: [[Crowd-Simulation]]
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- Adjacent: [[WebGPU]] · [[Frustum-Culling]] · [[LOD]]
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## 🤖 LLM 활용
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**언제**: 매 three.js 매 thousands of repeated objects; 매 WebGL 매 draw call optimization.
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**언제 X**: 매 단일 unique mesh; 매 Unity (different API); 매 native C++ engine (use API-specific instancing).
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## ❌ 안티패턴
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- **Per-frame full rebuild**: 매 모든 matrix 매 update — 매 변하지 않는 instance 매 skip.
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- **Forgetting `needsUpdate`**: 매 setMatrixAt 후 매 GPU 매 stale.
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- **InstancedMesh × different materials**: 매 불가능 — BatchedMesh or 분리.
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- **Raycast against 100k instances every frame**: 매 BVH (three-mesh-bvh) 사용.
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## 🧪 검증 / 중복
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- Verified (three.js docs r170, official examples webgl_instancing_*, BatchedMesh PR #25556).
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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 — full content (instancing patterns + BatchedMesh) |
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