d8a80f6272
이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
6.1 KiB
6.1 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-instancedmesh | InstancedMesh | 10_Wiki/Topics | verified | self |
|
none | A | 0.95 | applied |
|
2026-05-10 | pending |
|
InstancedMesh
매 한 줄
"매 thousands of meshes 매 single draw call".
THREE.InstancedMesh매 same-geometry+material 매 N copies 매 GPU instancing 매 single draw — 매 forest, crowd, particle, voxel 의 standard pattern. 2026 매 r170+ 매 BatchedMesh (multi-geometry instancing) 매 추가됨.
매 핵심
매 InstancedMesh vs alternatives
- Mesh × N: 매 N draw calls. 매 simple, 매 slow at >100.
- InstancedMesh: 매 1 draw call, 매 same geom/material, 매 per-instance matrix + color.
- BatchedMesh (r150+): 매 1 draw call, 매 different geom 가능, 매 same material.
- Custom shader InstancedBufferGeometry: 매 full control, 매 boilerplate.
매 Per-instance attributes
setMatrixAt(i, matrix)— 매 position/rotation/scale.setColorAt(i, color)— 매 per-instance tint (requires instanceColor).- Custom
InstancedBufferAttribute— 매 임의 per-instance data (HP, age, type).
매 응용
- Forest/foliage: 10k 매 trees 매 60fps.
- Crowd simulation: 매 NPCs 매 unique pose 매 transform.
- Voxel terrain: 매 cube instance 매 chunk.
- Particle system: 매 GPU-driven particle.
- Bullet patterns: 매 bullet hell 매 thousands of bullets.
💻 패턴
Basic InstancedMesh
import * as THREE from 'three';
const count = 10000;
const geom = new THREE.BoxGeometry(1, 1, 1);
const mat = new THREE.MeshStandardMaterial({ color: 0x44aa88 });
const mesh = new THREE.InstancedMesh(geom, mat, count);
const m = new THREE.Matrix4();
for (let i = 0; i < count; i++) {
m.setPosition(
(Math.random() - 0.5) * 100,
(Math.random() - 0.5) * 100,
(Math.random() - 0.5) * 100
);
mesh.setMatrixAt(i, m);
}
mesh.instanceMatrix.needsUpdate = true;
scene.add(mesh);
Per-instance color
mesh.instanceColor = new THREE.InstancedBufferAttribute(
new Float32Array(count * 3), 3
);
const c = new THREE.Color();
for (let i = 0; i < count; i++) {
c.setHSL(i / count, 0.7, 0.5);
mesh.setColorAt(i, c);
}
mesh.instanceColor.needsUpdate = true;
Dynamic update (animated swarm)
const dummy = new THREE.Object3D();
function tick(time) {
for (let i = 0; i < count; i++) {
dummy.position.set(
Math.sin(time + i) * 10,
Math.cos(time * 0.5 + i * 0.3) * 5,
Math.sin(time * 0.3 + i) * 10
);
dummy.rotation.y = time + i;
dummy.updateMatrix();
mesh.setMatrixAt(i, dummy.matrix);
}
mesh.instanceMatrix.needsUpdate = true;
}
Custom per-instance attribute (shader)
const hpAttr = new THREE.InstancedBufferAttribute(new Float32Array(count), 1);
geom.setAttribute('aHp', hpAttr);
mat.onBeforeCompile = (shader) => {
shader.vertexShader = shader.vertexShader
.replace('#include <common>', `
#include <common>
attribute float aHp;
varying float vHp;
`)
.replace('#include <begin_vertex>', `
#include <begin_vertex>
vHp = aHp;
`);
shader.fragmentShader = shader.fragmentShader
.replace('#include <common>', `
#include <common>
varying float vHp;
`)
.replace('#include <dithering_fragment>', `
gl_FragColor.rgb = mix(vec3(1,0,0), gl_FragColor.rgb, vHp);
#include <dithering_fragment>
`);
};
Frustum culling per instance (CPU side)
const frustum = new THREE.Frustum().setFromProjectionMatrix(
new THREE.Matrix4().multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse)
);
let visible = 0;
for (let i = 0; i < total; i++) {
if (frustum.containsPoint(positions[i])) {
visibleMesh.setMatrixAt(visible++, matrices[i]);
}
}
visibleMesh.count = visible;
visibleMesh.instanceMatrix.needsUpdate = true;
BatchedMesh (r150+, multi-geometry)
const batch = new THREE.BatchedMesh(maxInstances, maxVerts, maxIndices, mat);
const treeId = batch.addGeometry(treeGeom);
const rockId = batch.addGeometry(rockGeom);
for (let i = 0; i < 5000; i++) batch.addInstance(i % 2 === 0 ? treeId : rockId);
Raycasting against InstancedMesh
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(mouse, camera);
const hits = raycaster.intersectObject(mesh);
if (hits.length) {
const i = hits[0].instanceId;
console.log('Hit instance', i);
}
매 결정 기준
| 상황 | Approach |
|---|---|
| 매 same geom/material × N (>100) | InstancedMesh |
| 매 different geom × N | BatchedMesh (r150+) |
| 매 fully GPU-driven (compute-style) | InstancedBufferGeometry + WebGPU |
| 매 N < 50 | regular Mesh OK |
| 매 LOD per instance | InstancedMesh × LOD level + custom culling |
기본값: 매 N ≥ 100 → InstancedMesh.
🔗 Graph
- 부모: three.js · GPU-Instancing
- 변형: BatchedMesh
- 응용: Crowd-Simulation
- Adjacent: WebGPU · Frustum Culling · LOD
🤖 LLM 활용
언제: 매 three.js 매 thousands of repeated objects; 매 WebGL 매 draw call optimization. 언제 X: 매 단일 unique mesh; 매 Unity (different API); 매 native C++ engine (use API-specific instancing).
❌ 안티패턴
- Per-frame full rebuild: 매 모든 matrix 매 update — 매 변하지 않는 instance 매 skip.
- Forgetting
needsUpdate: 매 setMatrixAt 후 매 GPU 매 stale. - InstancedMesh × different materials: 매 불가능 — BatchedMesh or 분리.
- Raycast against 100k instances every frame: 매 BVH (three-mesh-bvh) 사용.
🧪 검증 / 중복
- Verified (three.js docs r170, official examples webgl_instancing_*, BatchedMesh PR #25556).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full content (instancing patterns + BatchedMesh) |