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4.9 KiB
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-geometry-merging | Geometry Merging | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Geometry Merging
매 한 줄
"매 여러 mesh 를 매 단일 vertex/index buffer 로 합쳐 매 draw call 수를 매 줄이는 기법". CPU-GPU command overhead 의 매 frame budget 의 매 dominant share 였던 시대의 매 staple optimization. 매 modern era — GPU instancing, indirect draw, mesh shader 가 매 알 수 있게 대체했지만 매 static scene, mobile, low-end 에서 매 still relevant.
매 핵심
매 종류
- Static batching: build-time 에 같은 material 의 static mesh 합침.
- Dynamic batching: runtime 에 small mesh 를 transform & merge (CPU cost ↑).
- GPU instancing: 같은 mesh 여러 transform — merging 의 modern 대체.
- Mesh atlas (texture array): material 통합으로 merge 가능 범위 확장.
매 trade-off
- ↑ Throughput (fewer draw call).
- ↓ Culling 정확도 (merged AABB 가 매 커짐).
- ↑ Memory (per-vertex data 의 매 duplication).
- ↓ Animation flexibility (static 한정).
매 응용
- Mobile 게임 — draw call 의 매 hard limit (~100-200).
- Architectural visualization — 매 thousands of small props.
- Tile-based world streaming.
- UI batching (text glyph atlas).
💻 패턴
Manual merge (Three.js)
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js';
const geos = props.map(p => p.geometry.clone().applyMatrix4(p.matrixWorld));
const merged = mergeGeometries(geos, false);
const mesh = new THREE.Mesh(merged, sharedMaterial);
scene.add(mesh);
// 1000 draw calls → 1
Unity static batching
// Mark objects as static in Inspector → Unity merges at build time.
// Or runtime:
StaticBatchingUtility.Combine(rootGameObject);
// Caveat: combined mesh 64k vertex 한도 (16-bit index).
GPU instancing (preferred over merge)
// vertex shader (Unity URP)
struct Attributes {
float3 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_DEFINE_INSTANCED_PROP(float4, _Color)
UNITY_INSTANCING_BUFFER_END(Props)
Varyings vert(Attributes IN) {
UNITY_SETUP_INSTANCE_ID(IN);
// ...
}
Texture atlas (enable merging across materials)
# Bake separate textures into one atlas → assign UV remap.
import numpy as np
atlas = np.zeros((2048, 2048, 4), np.uint8)
uv_remap = {}
for i, tex in enumerate(textures):
x, y = (i % 8) * 256, (i // 8) * 256
atlas[y:y+256, x:x+256] = tex
uv_remap[i] = (x/2048, y/2048, 256/2048, 256/2048)
# Then rewrite mesh UVs per material id.
Multi-draw indirect (modern alt)
// Instead of merging, keep mesh separate but submit via single indirect call.
struct DrawCmd { uint32_t indexCount, instanceCount, firstIndex, vertexOffset, firstInstance; };
std::vector<DrawCmd> cmds; // one per visible mesh
glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_INT, cmds.data(), cmds.size(), 0);
Hierarchical merge (octree)
def merge_octree(node):
if node.is_leaf and len(node.meshes) > 1:
node.merged = merge(node.meshes)
else:
for c in node.children: merge_octree(c)
# Coarse cull on octree node, fine draw merged buffer.
매 결정 기준
| 상황 | Approach |
|---|---|
| 同 mesh 다수 | GPU instancing (best) |
| Static, 多 unique mesh | Static merging + atlas |
| Modern API (Vk/D3D12) | Indirect draw + bindless |
| Mobile / WebGL legacy | Static batching + atlas |
| Animated / dynamic transform | Per-object draw + culling |
기본값: Modern HW → instancing/indirect. Legacy → static merge + atlas.
🔗 Graph
- 부모: Rendering Optimization · Draw Call
- 변형: GPU Instancing · Indirect Draw
- 응용: Texture Atlas · Octree · BVH
- Adjacent: Frustum Culling · LOD
🤖 LLM 활용
언제: Mobile / web renderer 최적화, asset pipeline 설계. 언제 X: Highly dynamic scenes (animation/destruction).
❌ 안티패턴
- Merge everything: 매 culling 효과 무력화.
- Material 다른 mesh merge: shader switch 강제 → benefit 없음.
- Skinned mesh static merge: 매 animation broken.
- 64k vertex 한계 모름: 16-bit index 의 매 silent overflow.
- Modern API 에서 merge 만 사용: indirect/instancing 무시.
🧪 검증 / 중복
- Verified (Unity docs, Three.js BufferGeometryUtils, GPU Pro series).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — merging vs instancing/indirect 의 trade-off |