Files
2nd/10_Wiki/Topics/DevOps_and_Security/BufferGeometry.md
T
2026-05-10 22:08:15 +09:00

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-buffergeometry BufferGeometry 10_Wiki/Topics verified self
P-Reinforce-AUTO-2887C6
Three.js BufferGeometry
none A 0.9 applied
graphics
threejs
webgl
performance
2026-05-10 pending
language framework
javascript three.js

BufferGeometry

매 한 줄

"매 Three.js 의 GPU-resident geometry container — 매 modern Three 의 only geometry class.". BufferGeometry 는 typed-array 기반 attribute (position, normal, uv, index) 의 GPU upload 를 직접 관리하며, 매 Geometry class deprecation (r125) 이후 표준 — instancing/batching/morph 의 backbone.

매 핵심

매 Attribute

  • Position (Float32Array, itemSize=3): vertex coords.
  • Normal (Float32Array, itemSize=3).
  • UV (Float32Array, itemSize=2).
  • Index (Uint16/Uint32Array): triangle list.
  • Custom: any vertex attribute (color, tangent, instance data).

매 Update Strategy

  • Static: upload once, never modify (default).
  • Dynamic (setUsage(DynamicDrawUsage)): frequent CPU update.
  • Stream: per-frame update (rare).

매 응용

  1. Custom shaders with custom attributes.
  2. GPU instancing (InstancedBufferAttribute).
  3. Procedural geometry generation.
  4. Mesh deformation / morphing.
  5. GPGPU particle systems.

💻 패턴

Manual Triangle

import * as THREE from "three";

const geo = new THREE.BufferGeometry();
const positions = new Float32Array([
  0,  1, 0,
 -1, -1, 0,
  1, -1, 0,
]);
geo.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geo.computeVertexNormals();

Indexed Quad

const positions = new Float32Array([-1,-1,0,  1,-1,0,  1,1,0,  -1,1,0]);
const indices = new Uint16Array([0, 1, 2,  0, 2, 3]);
const geo = new THREE.BufferGeometry();
geo.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geo.setIndex(new THREE.BufferAttribute(indices, 1));

Dynamic Vertex Update

const attr = geo.attributes.position;
attr.setUsage(THREE.DynamicDrawUsage);

function tick(t) {
  for (let i = 0; i < attr.count; i++) {
    attr.setY(i, Math.sin(t + i * 0.1));
  }
  attr.needsUpdate = true;
}

Custom Shader Attribute

const aRandom = new Float32Array(geo.attributes.position.count);
for (let i = 0; i < aRandom.length; i++) aRandom[i] = Math.random();
geo.setAttribute("aRandom", new THREE.BufferAttribute(aRandom, 1));

const mat = new THREE.ShaderMaterial({
  vertexShader: `attribute float aRandom; varying float vR;
    void main(){ vR=aRandom; gl_Position=projectionMatrix*modelViewMatrix*vec4(position,1.); }`,
  fragmentShader: `varying float vR; void main(){ gl_FragColor=vec4(vR,vR,vR,1.); }`,
});

Instanced Attribute

const N = 10000;
const offsets = new Float32Array(N * 3);
for (let i = 0; i < N; i++) {
  offsets[i*3] = (Math.random()-0.5)*100;
  offsets[i*3+1] = (Math.random()-0.5)*100;
  offsets[i*3+2] = (Math.random()-0.5)*100;
}
const igeo = new THREE.InstancedBufferGeometry().copy(geo);
igeo.instanceCount = N;
igeo.setAttribute("aOffset", new THREE.InstancedBufferAttribute(offsets, 3));

Merge Geometries

import { mergeGeometries } from "three/addons/utils/BufferGeometryUtils.js";

const merged = mergeGeometries([geoA, geoB, geoC], false);
// single draw call instead of three

Bounding Volume Recompute

geo.computeBoundingBox();
geo.computeBoundingSphere();   // required for frustum culling after vertex moves

매 결정 기준

상황 Approach
Static mesh StaticDrawUsage (default)
Per-frame deform DynamicDrawUsage + needsUpdate
Many copies InstancedBufferGeometry
Many distinct meshes mergeGeometries or BatchedMesh
Massive points BufferGeometry + Points + custom shader

기본값: static indexed BufferGeometry; switch to instanced/merged for >100 copies.

🔗 Graph

🤖 LLM 활용

언제: generate procedural geometry boilerplate, debug attribute layout. 언제 X: micro-optimization of custom shaders without profiling.

안티패턴

  • Forgetting needsUpdate = true: GPU never re-uploads.
  • Recreating BufferGeometry per frame: GC pressure — mutate in place.
  • Float32 indices: not supported — use Uint16/Uint32.
  • No bounding sphere recompute: frustum-culled erroneously after deform.

🧪 검증 / 중복

  • Verified (three.js r170 docs, threejs-journey).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — attributes, dynamic update, instancing patterns