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Antigravity Agent c24165b8bc refactor(topics): 멀티 에이전트용 지식 재편 — _Common(공통 기본기) + Domain_* 구조
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>
2026-07-11 11:05:56 +09:00

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
three mesh bvh
MeshBVH
three.js BVH
none A 0.9 applied
three.js
bvh
raycasting
performance
webgl
2026-05-10 pending
language framework
typescript three.js

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.raycast 를 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

  1. VR scene 의 hand-controller raycast (수만 mesh).
  2. CAD/CAM viewer 의 pick/snap.
  3. Pathtracer, denoiser, AI 보조 generative scene.
  4. 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

🤖 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 intersectsBounds false 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