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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
5.9 KiB
5.9 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-indirect-draw | Indirect Draw | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
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2026-05-10 | pending |
|
Indirect Draw
매 한 줄
"매 indirect draw 는 draw call args 의 GPU buffer 의 read — CPU roundtrip 없이 GPU 의 self-dispatch". 2026 의 GPU-driven rendering pipeline 의 foundation: Vulkan/D3D12/Metal/WebGPU 의 support. 매 culling, LOD, instancing 의 GPU 에서 결정 → CPU draw-call overhead 의 elimination.
매 핵심
매 vs Direct Draw
- Direct:
draw(vertexCount, instanceCount, firstVertex, firstInstance)— args from CPU. - Indirect:
drawIndirect(buffer, offset)— args read from GPU buffer. - Multi-draw indirect (MDI): thousands of draws from one CPU command.
매 Args Layout (WebGPU)
struct DrawIndirectArgs {
vertexCount: u32,
instanceCount: u32,
firstVertex: u32,
firstInstance: u32,
}
struct DrawIndexedIndirectArgs {
indexCount: u32,
instanceCount: u32,
firstIndex: u32,
baseVertex: i32,
firstInstance: u32,
}
매 Pipeline (GPU-driven)
- Compute shader: per-object frustum/occlusion cull → write visible list.
- Compute shader: write indirect args buffer (instanceCount=0 for culled).
drawIndexedIndirect(or MDI) reads buffer → renders only visible.
매 응용
- Massive instanced scenes (foliage, crowds, particles).
- GPU-driven culling (frustum, occlusion via Hi-Z).
- LOD selection on GPU.
- Variable-rate / batched rendering (cluster culling, Nanite-style).
💻 패턴
WebGPU Indirect Draw Setup
// Args buffer (visible after compute)
const indirectBuffer = device.createBuffer({
size: 16, // 4 u32
usage: GPUBufferUsage.INDIRECT | GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
// Initialize: 36 verts, 1000 instances, offset 0/0
device.queue.writeBuffer(indirectBuffer, 0,
new Uint32Array([36, 1000, 0, 0]));
// In render pass
pass.setPipeline(pipeline);
pass.setVertexBuffer(0, vertices);
pass.drawIndirect(indirectBuffer, 0);
Culling Compute Shader (WGSL)
struct DrawArgs { vertexCount: u32, instanceCount: u32,
firstVertex: u32, firstInstance: u32 }
@group(0) @binding(0) var<storage, read> objects: array<Object>;
@group(0) @binding(1) var<storage, read_write> drawArgs: DrawArgs;
@group(0) @binding(2) var<storage, read_write> visibleInstances: array<u32>;
@group(0) @binding(3) var<uniform> camera: Camera;
@compute @workgroup_size(64)
fn cullCS(@builtin(global_invocation_id) gid: vec3<u32>) {
let i = gid.x;
if (i >= arrayLength(&objects)) { return; }
let obj = objects[i];
if (frustumTest(obj.bounds, camera.frustum)) {
let slot = atomicAdd(&drawArgs.instanceCount, 1u);
visibleInstances[slot] = i;
}
}
Reset Pass (clear instanceCount)
// Each frame, before culling, zero out instanceCount
device.queue.writeBuffer(indirectBuffer, 4, new Uint32Array([0]));
Multi-Draw Indirect (Vulkan)
// Draw N different meshes from one buffer
vkCmdDrawIndexedIndirect(cmd, indirectBuf, 0,
/*drawCount*/ N,
/*stride*/ sizeof(VkDrawIndexedIndirectCommand));
// Or with count buffer (drawCount is itself on GPU)
vkCmdDrawIndexedIndirectCount(cmd, indirectBuf, 0,
countBuf, 0, /*maxDraws*/ N,
sizeof(VkDrawIndexedIndirectCommand));
Three.js (R175+ has WebGPU)
import { WebGPURenderer, BatchedMesh } from 'three';
const renderer = new WebGPURenderer();
// BatchedMesh internally uses indirect draw + instancing
const batched = new BatchedMesh(maxInstances, maxVerts, maxIndices);
batched.addGeometry(geom1);
batched.addGeometry(geom2);
// One draw call, GPU handles per-instance state
Hi-Z Occlusion Culling (sketch)
// Sample Hi-Z mip — fastest mip where bounding sphere covers >1 texel
fn occluded(bsphere: vec4<f32>) -> bool {
let screenRect = projectToScreen(bsphere);
let mip = computeMip(screenRect);
let depth = textureSampleLevel(hiZ, samp, screenRect.center, mip).r;
return bsphereMinDepth(bsphere) > depth;
}
매 결정 기준
| 상황 | Approach |
|---|---|
| <100 unique objects | Direct draw / instancing — overhead 의 not worth |
| 1k-1M instances | Indirect draw + GPU cull |
| Many distinct meshes | Multi-draw indirect (Vulkan/D3D12); WebGPU 의 batched |
| Foliage/crowd | Indirect + GPU LOD selection |
| Mobile / low-end | Direct draw (compute overhead 의 watch) |
기본값: large dynamic scene 의 GPU-driven indirect pipeline. Small scene 의 direct draw.
🔗 Graph
- 부모: Graphics Pipeline
- 변형: GPU-Driven Rendering
- 응용: Frustum Culling · Nanite
- Adjacent: WebGPU · Vulkan · Compute Shader
🤖 LLM 활용
언제: GPU-driven pipeline 의 design, culling 의 implement, draw-call overhead 의 reduce. 언제 X: simple scene 의 indirect draw 의 over-engineering — direct 의 fine.
❌ 안티패턴
- CPU readback of indirect buffer: 매 stall. GPU 의 self-contained 의 keep.
- Per-frame full buffer rewrite: defeats purpose. 매 GPU compute 의 update.
- No Hi-Z for occlusion: false positives — Hi-Z 또는 conservative AABB 의 사용.
- Indirect for tiny scenes: compute dispatch overhead > savings.
- WebGL fallback assumed: WebGL 의 no indirect draw — WebGPU required.
🧪 검증 / 중복
- Verified (WebGPU spec, Vulkan spec, GPU Gems / Activision Nanite paper).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — indirect draw / GPU-driven rendering full content |