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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>
4.8 KiB
4.8 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-three-mesh-bvh | three-mesh-bvh | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
three-mesh-bvh
매 한 줄
"매 three.js mesh 의 BVH (Bounding Volume Hierarchy) 가속 구조". 매 raycasting / intersection / nearest-point query 를 O(N) → O(log N) 으로 — 매 100k+ triangle scene 에서 60fps raycast 가능. 2026 v0.7+ 가 GPU BVH (
MeshBVHUniformStruct) 와 WebGPU 지원.
매 핵심
매 동작 원리
- Mesh geometry 의 triangle 들을 spatial 계층 (AABB 또는 OBB) 으로 분할.
- Built-in
Mesh.raycast를 BVH-aware version 으로 monkey-patch (acceleratedRaycast). - Build 옵션:
CENTER(fast),AVERAGE(balanced),SAH(Surface Area Heuristic, best query).
매 핵심 features
- Raycast acceleration.
- shapecast: 임의 shape (sphere/box/triangle) 와의 intersection traversal.
- closestPointToPoint / closestPointToGeometry.
- CSG: three-bvh-csg 와 결합한 boolean op.
- GPU BVH (2026): shader 에서 BVH traversal — pathtracing, generative geometry.
매 응용
- VR scene 의 hand-controller raycast (수만 mesh).
- CAD/CAM viewer 의 pick/snap.
- Pathtracer, denoiser, AI 보조 generative scene.
- Voxelization / signed-distance field 생성.
💻 패턴
Basic raycast acceleration
import { computeBoundsTree, disposeBoundsTree, acceleratedRaycast } from 'three-mesh-bvh';
import * as THREE from 'three';
THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;
THREE.BufferGeometry.prototype.disposeBoundsTree = disposeBoundsTree;
THREE.Mesh.prototype.raycast = acceleratedRaycast;
const mesh = new THREE.Mesh(geometry, material);
geometry.computeBoundsTree({ strategy: 'SAH' });
const raycaster = new THREE.Raycaster();
const hits = raycaster.intersectObject(mesh); // O(log N)
shapecast (sphere intersection)
import { MeshBVH } from 'three-mesh-bvh';
const bvh = new MeshBVH(geometry);
const sphere = new THREE.Sphere(new THREE.Vector3(0, 1, 0), 0.5);
bvh.shapecast({
intersectsBounds: (box) => sphere.intersectsBox(box),
intersectsTriangle: (triangle) => {
if (triangle.intersectsSphere(sphere)) return true;
return false;
},
});
Closest point query
const target = { point: new THREE.Vector3(), distance: 0, faceIndex: -1 };
bvh.closestPointToPoint(new THREE.Vector3(1, 2, 3), target);
console.log(target.distance, target.point);
Web Worker generation
import { GenerateMeshBVHWorker } from 'three-mesh-bvh/src/workers/GenerateMeshBVHWorker.js';
const worker = new GenerateMeshBVHWorker();
const bvh = await worker.generate(geometry, { strategy: 'SAH' });
geometry.boundsTree = bvh;
GPU BVH (2026 WebGPU)
import { MeshBVHUniformStruct } from 'three-mesh-bvh';
const bvhUniform = new MeshBVHUniformStruct();
bvhUniform.updateFrom(bvh);
// shader 에서 bvhIntersectFirstHit(bvh, rayOrigin, rayDirection)
Visualizer (debug)
import { MeshBVHHelper } from 'three-mesh-bvh';
const helper = new MeshBVHHelper(mesh, 10);
scene.add(helper);
매 결정 기준
| 상황 | Approach |
|---|---|
| <1k tri, 정적 raycast | BVH 불필요 (built-in) |
| 10k+ tri, 매 frame raycast | computeBoundsTree({ strategy: 'SAH' }) |
| Animation / morph | refit bvh.refit() |
| Heavy CAD | Worker + serialize/deserialize |
| Pathtracer / GPU AO | MeshBVHUniformStruct |
기본값: SAH strategy + on demand build, animation 시 refit().
🔗 Graph
- 부모: BVH · Three.js
- 변형: Octree · K-D Tree
- 응용: Raycasting · Collision-Detection
- Adjacent: BatchedMesh 및 InstancedMesh 성능 벤치마크 · BufferGeometry
🤖 LLM 활용
언제: 매 large mesh raycast / proximity query 가 hot path 일 때 — 특히 VR / CAD / gen AI scene. 언제 X: 매 simple sphere/box collision — manual primitive check 가 빠름.
❌ 안티패턴
- 매 frame full rebuild:
refit()사용. - CENTER strategy 로 build 시간 절약: query 가 2-3x 느려짐. SAH 의 build cost 는 1회.
- BVH dispose 안 함: geometry 교체 시 leak —
geometry.disposeBoundsTree(). - shapecast 의
intersectsBoundsfalse positive 무시: triangle 까지 끝까지 traverse — feedback 손실.
🧪 검증 / 중복
- Verified (three-mesh-bvh v0.7+ README, gkjohnson 의 demo & changelog, three.js examples).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full content with shapecast/GPU BVH + worker |