234 lines
7.6 KiB
Markdown
234 lines
7.6 KiB
Markdown
---
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id: wiki-2026-0508-시뮬레이션-simulation
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title: 시뮬레이션(Simulation)
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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: [Frontend Simulation, Browser Physics Simulation, WebGL Simulation, Particle System]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.84
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verification_status: applied
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tags: [frontend, simulation, webgl, webgpu, physics, particle, canvas]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: TypeScript / GLSL / WGSL
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framework: Three.js, WebGPU, matter.js, rapier.js, p5.js
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---
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# 시뮬레이션(Simulation)
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## 매 한 줄
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> **"매 frontend 의 simulation — 매 real-time interactive computation: physics, particle, fluid, agent-based, financial — 매 main thread 의 X, 매 GPU compute / Worker 의 offload"**. 매 2026 의 modern stack: WebGPU compute shader (10-100× WebGL), Rust→WASM physics (rapier), Three.js + WebGPU renderer.
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## 매 핵심
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### 매 Simulation 의 categories
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- **Physics simulation** — rigid body, soft body, cloth (rapier, matter.js, cannon.js).
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- **Particle system** — fire, smoke, snow (GPU instancing).
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- **Fluid simulation** — Navier-Stokes (compute shader, SPH).
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- **Agent-based** — boids, crowd, traffic.
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- **Financial / Monte Carlo** — option pricing, risk simulation.
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- **Cellular automata** — Game of Life, Reaction-Diffusion.
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### 매 Performance Architecture
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- **Main thread** — DOM, input handling 만.
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- **Worker** — physics step, integration (Rust→WASM).
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- **GPU compute (WebGPU)** — particle update, fluid, large array.
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- **OffscreenCanvas** — 매 worker 의 직접 render.
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- **SharedArrayBuffer** — main↔worker 의 zero-copy state.
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### 매 2026 의 key tech
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- **WebGPU** — Chrome 113+, Safari 18+, Firefox 130+.
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- **Compute shader (WGSL)** — 매 general-purpose GPU 계산.
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- **Rapier 0.x** — Rust physics, 10× cannon.js.
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- **Three.js r170+** — WebGPURenderer 의 stable.
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## 💻 패턴
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### Pattern 1: WebGPU Compute (particle update)
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```ts
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// 매 100k particle 의 GPU 의 update
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const adapter = await navigator.gpu.requestAdapter();
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const device = await adapter!.requestDevice();
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const computeShader = device.createShaderModule({
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code: `
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struct Particle { pos: vec2f, vel: vec2f };
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@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
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@group(0) @binding(1) var<uniform> dt: f32;
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) id: vec3u) {
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let i = id.x;
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if (i >= arrayLength(&particles)) { return; }
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var p = particles[i];
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p.vel += vec2f(0, -9.81) * dt;
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p.pos += p.vel * dt;
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if (p.pos.y < 0) { p.vel.y *= -0.8; p.pos.y = 0; }
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particles[i] = p;
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}
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`
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});
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```
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### Pattern 2: Rapier (Rust→WASM physics)
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```ts
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import RAPIER from '@dimforge/rapier3d-compat';
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await RAPIER.init();
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const world = new RAPIER.World({ x: 0, y: -9.81, z: 0 });
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const groundDesc = RAPIER.RigidBodyDesc.fixed();
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const ground = world.createRigidBody(groundDesc);
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world.createCollider(RAPIER.ColliderDesc.cuboid(10, 0.1, 10), ground);
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const ballDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(0, 5, 0);
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const ball = world.createRigidBody(ballDesc);
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world.createCollider(RAPIER.ColliderDesc.ball(0.5).setRestitution(0.7), ball);
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function step() {
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world.step();
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const t = ball.translation();
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mesh.position.set(t.x, t.y, t.z);
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requestAnimationFrame(step);
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}
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```
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### Pattern 3: Three.js Particle System (instancing)
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```ts
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import * as THREE from 'three';
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const count = 100_000;
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const geometry = new THREE.BufferGeometry();
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const positions = new Float32Array(count * 3);
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for (let i = 0; i < count; i++) {
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positions[i*3] = (Math.random() - 0.5) * 100;
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positions[i*3+1] = Math.random() * 50;
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positions[i*3+2] = (Math.random() - 0.5) * 100;
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}
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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const material = new THREE.PointsMaterial({ size: 0.1, color: 0xffaa00 });
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const points = new THREE.Points(geometry, material);
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scene.add(points);
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```
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### Pattern 4: Boids (agent-based)
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```ts
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function update(boids: Boid[], dt: number) {
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for (const b of boids) {
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let coh = vec(0,0), sep = vec(0,0), alg = vec(0,0);
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let n = 0;
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for (const o of boids) {
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const d = dist(b.pos, o.pos);
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if (d > 0 && d < 50) {
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coh = add(coh, o.pos);
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alg = add(alg, o.vel);
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if (d < 20) sep = sub(sep, sub(o.pos, b.pos));
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n++;
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}
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}
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if (n > 0) {
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coh = scale(sub(scale(coh, 1/n), b.pos), 0.01);
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alg = scale(scale(alg, 1/n), 0.05);
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}
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b.vel = add(b.vel, add(coh, add(sep, alg)));
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b.vel = limit(b.vel, 200);
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b.pos = add(b.pos, scale(b.vel, dt));
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}
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}
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```
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### Pattern 5: Worker offload + OffscreenCanvas
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```ts
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// main.ts
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const canvas = document.querySelector('canvas')!;
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const off = canvas.transferControlToOffscreen();
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const worker = new Worker('./sim.worker.ts', { type: 'module' });
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worker.postMessage({ canvas: off }, [off]);
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// sim.worker.ts
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self.onmessage = ({ data }) => {
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const ctx = data.canvas.getContext('webgpu') as GPUCanvasContext;
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// ... initialize WebGPU + run sim loop entirely off main thread
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};
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```
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### Pattern 6: Reaction-Diffusion (cellular)
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```ts
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// Gray-Scott equation 의 step (compute shader pseudo)
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@compute @workgroup_size(8, 8)
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fn step(@builtin(global_invocation_id) id: vec3u) {
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let p = vec2i(id.xy);
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let A = textureLoad(input, p, 0).r;
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let B = textureLoad(input, p, 0).g;
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let lapA = laplacian_r(input, p);
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let lapB = laplacian_g(input, p);
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let dA = Da*lapA - A*B*B + f*(1.0 - A);
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let dB = Db*lapB + A*B*B - (k + f)*B;
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textureStore(output, p, vec4f(A + dA, B + dB, 0, 1));
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}
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```
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### Pattern 7: Fixed Timestep with Interpolation
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```ts
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const FIXED_DT = 1/60;
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let acc = 0, prevState: State, state: State;
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function frame(now: number) {
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const dt = (now - lastT) / 1000;
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lastT = now;
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acc += Math.min(dt, 0.25);
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while (acc >= FIXED_DT) {
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prevState = clone(state);
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state = step(state, FIXED_DT);
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acc -= FIXED_DT;
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}
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const alpha = acc / FIXED_DT;
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render(lerp(prevState, state, alpha));
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requestAnimationFrame(frame);
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}
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```
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## 매 결정 기준
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| 시뮬레이션 | Tech |
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| Rigid body 3D | Rapier (Rust→WASM) |
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| 2D physics game | matter.js |
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| Particle 100k+ | WebGPU compute |
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| Particle <10k | Three.js Points |
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| Fluid | WebGPU compute (SPH) |
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| Crowd / boids | Worker + Float32Array |
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| Cellular automata | WebGPU compute texture |
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**기본값**: Worker 의 simulation step + WebGPU compute (대규모) + OffscreenCanvas 의 render + fixed timestep.
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## 🔗 Graph
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- 부모: [[Frontend]] · [[WebGL]]
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- 변형: [[WebGPU]] · [[Three.js]] · [[Game Loop]]
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- 응용: [[Particle System]] · [[Physics Engine]]
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- Adjacent: [[Web Workers]] · [[OffscreenCanvas]] · [[Monte Carlo Simulation]]
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## 🤖 LLM 활용
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**언제**: simulation algorithm 의 selection (Verlet vs Euler), WebGPU compute shader 의 boilerplate 생성, fixed timestep 의 패턴 권고.
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**언제 X**: 매 GPU driver-specific 의 issue — 매 actual hardware 의 test 의 필요.
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## ❌ 안티패턴
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- **변동 dt 의 sim step**: 매 deterministic 의 X, 매 instability.
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- **Main thread 의 100k particle**: 매 jank 의 보장.
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- **DOM element 의 particle 의 render**: 매 reflow 폭발.
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- **Per-frame allocation**: 매 GC pause, 매 stutter.
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- **Naive O(n²) collision**: 매 spatial hash / quadtree 의 사용.
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## 🧪 검증 / 중복
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- Verified (WebGPU spec, Rapier docs, Three.js r170 docs, Glenn Fiedler "Fix Your Timestep" 2026).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — simulation categories, WebGPU compute, Rapier, fixed timestep |
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