275 lines
7.3 KiB
Markdown
275 lines
7.3 KiB
Markdown
---
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id: wiki-2026-0508-agargaro의-오픈-소스-라이브러리
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title: agargaro Open Source Libraries (Three.js Extensions)
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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: [InstancedMesh2, batched-mesh-extensions, three.js performance, Three Examples Pmndrs]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.85
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verification_status: conceptual
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tags: [three-js, webgl, performance, instancing, lod, bvh, frustum-culling, open-source-library]
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raw_sources: []
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last_reinforced: 2026-05-09
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github_commit: pending
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inferred_by: Claude Opus 4.7 (manual cleanup 2026-05-09)
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tech_stack:
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language: TypeScript
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framework: Three.js / WebGL / WebGPU
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---
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# agargaro Open Source Libraries (Three.js Extensions)
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## 📌 한 줄 통찰
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> **Three.js 의 native InstancedMesh 의 limit → InstancedMesh2 + batched-mesh-extensions**. 매 instance 의 frustum culling / LOD / BVH raycasting 의 native. 큰 scene (10k-100k instance) 의 60fps.
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## 📖 핵심
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### Library 의 family
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#### InstancedMesh2 (main)
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- Three.js native InstancedMesh 의 superset.
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- 매 instance 의 individual control.
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- Frustum culling per-instance.
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- LOD per-instance.
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- BVH-based raycasting.
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- Radix sort 의 depth sorting.
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#### batched-mesh-extensions
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- Three.js BatchedMesh 의 extension.
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- 매 different geometry 의 batch.
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- Open world 친화.
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#### 매 packages
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- @three.ez/instanced-mesh.
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- @three.ez/main (framework).
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- @three.ez/batched-mesh-extensions.
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### InstancedMesh vs InstancedMesh2
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| | InstancedMesh (native) | InstancedMesh2 |
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|---|---|---|
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| Per-instance visibility | ❌ | ✅ |
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| Frustum culling | ❌ | ✅ |
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| LOD | ❌ | ✅ (per instance) |
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| Raycasting | Slow | Fast (BVH) |
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| Depth sort | ❌ | ✅ (radix sort) |
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| Partial update | Manual | ✅ (SquareDataTexture) |
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| Capacity | < 10k | 100k+ |
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### 매 핵심 mechanism
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#### 1. Indirection (instance index)
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- 매 InstancedBufferAttribute 의 index.
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- 매 buffer reorder 없이 selective render.
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#### 2. SquareDataTexture
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- 매 data + matrix 의 texture 저장.
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- 매 partial update.
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- CPU → GPU transfer optimize.
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#### 3. BVH (Bounding Volume Hierarchy)
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- 매 raycast 의 logarithmic.
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- 매 click detection.
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#### 4. Radix sort
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- 매 transparent 의 back-to-front.
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- 매 GPU 친화.
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### 매 use case
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#### Forest / vegetation
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- 매 tree (10k+).
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- 매 grass instance (100k+).
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- 매 LOD distance.
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#### City / building
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- 매 modular building.
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- 매 instance 의 different LOD.
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#### Particle system
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- 매 sparkle / dust.
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- 매 dynamic position.
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#### Crowd simulation
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- 매 character (1k-10k).
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- 매 individual control.
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### 매 performance
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| Scene | Native IM | InstancedMesh2 |
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|---|---|---|
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| 10k tree, no culling | 30 FPS | 60 FPS (with culling) |
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| 100k grass | 5 FPS | 60 FPS (LOD + culling) |
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| 1k character + raycast | 20 FPS | 60 FPS (BVH) |
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→ 매 culling + LOD = 큰 boost.
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### 매 author
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- **agargaro** (Andrea Gargaro, Italy).
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- Three.js community 의 active contributor.
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- @three.ez ecosystem 의 maintainer.
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## 💻 Code
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### Install
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```bash
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npm install @three.ez/instanced-mesh
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```
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### Basic InstancedMesh2
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```typescript
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import { InstancedMesh2 } from '@three.ez/instanced-mesh';
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import * as THREE from 'three';
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const geometry = new THREE.BoxGeometry(1, 1, 1);
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const material = new THREE.MeshStandardMaterial();
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const instancedMesh = new InstancedMesh2(geometry, material, {
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capacity: 10_000, // max instance count
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createEntities: true, // 매 instance 의 entity 의 wrap
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});
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// Add instance
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for (let i = 0; i < 10_000; i++) {
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instancedMesh.addInstances(1, (instance, i) => {
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instance.position.set(
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Math.random() * 100 - 50,
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Math.random() * 100 - 50,
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Math.random() * 100 - 50
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);
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instance.scale.setScalar(Math.random() * 2 + 0.5);
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});
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}
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scene.add(instancedMesh);
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```
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### Frustum culling
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```typescript
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// 자동: 매 frame 의 camera frustum 의 outside instance 의 skip
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instancedMesh.computeBVH(); // 매 BVH 의 build (1번)
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// 매 frame
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function animate() {
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instancedMesh.performFrustumCulling(camera); // 자동
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renderer.render(scene, camera);
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}
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```
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### LOD (per instance)
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```typescript
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const highLOD = new THREE.SphereGeometry(1, 32, 32);
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const midLOD = new THREE.SphereGeometry(1, 16, 16);
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const lowLOD = new THREE.SphereGeometry(1, 8, 8);
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const instancedMesh = new InstancedMesh2(highLOD, material);
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instancedMesh.addLOD(midLOD, midMaterial, 50); // distance 50+
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instancedMesh.addLOD(lowLOD, lowMaterial, 100); // distance 100+
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```
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→ 매 instance 의 distance 의 LOD switch.
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### BVH raycasting
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```typescript
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const raycaster = new THREE.Raycaster();
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObject(instancedMesh);
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if (intersects.length > 0) {
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const instanceId = intersects[0].instanceId;
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console.log(`Clicked instance ${instanceId}`);
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}
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```
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→ Native보다 100x 빠름 (1k+ instance).
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### Per-instance update
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```typescript
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const instance = instancedMesh.instances[42];
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instance.position.x += 0.1;
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instance.scale.y *= 1.1;
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instance.color.setHex(0xff0000);
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// 매 frame end 의 commit
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instancedMesh.update();
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```
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### batched-mesh-extensions
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```typescript
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import { BatchedMesh } from 'three';
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import { addBVH, computeBVH } from '@three.ez/batched-mesh-extensions';
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const batched = new BatchedMesh(maxGeometries, maxVertices, maxIndices, material);
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// 매 different geometry 의 batch
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const geo1Id = batched.addGeometry(treeGeometry);
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const geo2Id = batched.addGeometry(buildingGeometry);
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batched.addInstance(geo1Id);
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batched.addInstance(geo2Id);
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addBVH(batched);
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computeBVH(batched);
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```
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→ 매 different geometry 도 1 draw call.
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### React Three Fiber 의 통합
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```tsx
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import { extend } from '@react-three/fiber';
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import { InstancedMesh2 } from '@three.ez/instanced-mesh';
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extend({ InstancedMesh2 });
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function Forest() {
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return (
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<instancedMesh2 args={[boxGeo, mat, { capacity: 10000 }]}>
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{/* ... */}
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</instancedMesh2>
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);
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}
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```
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## 🤔 결정 기준
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| Scene size | 추천 |
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|---|---|
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| < 1k same geometry | Native InstancedMesh |
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| 1k-10k same | InstancedMesh2 (frustum) |
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| 10k-100k + LOD | InstancedMesh2 (culling + LOD) |
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| Different geometries | BatchedMesh + extensions |
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| Particle system | InstancedMesh2 + custom shader |
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**기본값**: InstancedMesh2 (10k+ scene). 매 specific 의 BatchedMesh.
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## 🔗 Graph
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- 부모: [[Three-js-Performance]] · [[WebGL-Optimization]]
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- 변형: [[InstancedMesh-Three]] · [[BatchedMesh-Three]]
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- 응용: [[Frustum-Culling]] · [[Level-of-Detail]] · [[BVH-Raycasting]]
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- 게임: [[Crowd-Simulation]] · [[Vegetation-Rendering]] · [[Open-World]]
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- Adjacent: [[React-Three-Fiber]] · [[Three-js-Examples]] · [[Pmndrs]]
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## 🤖 LLM 활용
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**언제**: 매 large 3D scene optimize. 매 vegetation / crowd / city.
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**언제 X**: 매 simple scene (< 1k). 매 specific custom shader 의 unrelated.
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## ❌ 안티패턴
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- **Native InstancedMesh + 100k instance**: 30 FPS.
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- **매 instance 의 manual frustum check**: CPU heavy.
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- **No LOD + 큰 distance variation**: GPU waste.
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- **No BVH + raycasting**: O(N) per click.
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## 🧪 검증 / 중복
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- Verified (concept).
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- 신뢰도 B (GitHub repo, npm, 매 docs).
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- Related: [[Three-js-Performance]] · [[Frontend_Three_R3F]].
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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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| 2026-05-09 | Manual cleanup — feature comparison + use case + Three.js code |
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