f8b21af4be
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>
149 lines
4.8 KiB
Markdown
149 lines
4.8 KiB
Markdown
---
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id: wiki-2026-0508-three-mesh-bvh
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title: three-mesh-bvh
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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: [three mesh bvh, MeshBVH, three.js BVH]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [three.js, bvh, raycasting, performance, webgl]
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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
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framework: three.js
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---
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# three-mesh-bvh
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 동작 원리
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- Mesh geometry 의 triangle 들을 spatial 계층 (AABB 또는 OBB) 으로 분할.
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- Built-in `Mesh.raycast` 를 BVH-aware version 으로 monkey-patch (`acceleratedRaycast`).
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- Build 옵션: `CENTER` (fast), `AVERAGE` (balanced), `SAH` (Surface Area Heuristic, best query).
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### 매 핵심 features
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- **Raycast** acceleration.
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- **shapecast**: 임의 shape (sphere/box/triangle) 와의 intersection traversal.
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- **closestPointToPoint** / **closestPointToGeometry**.
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- **CSG**: three-bvh-csg 와 결합한 boolean op.
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- **GPU BVH** (2026): shader 에서 BVH traversal — pathtracing, generative geometry.
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### 매 응용
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1. VR scene 의 hand-controller raycast (수만 mesh).
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2. CAD/CAM viewer 의 pick/snap.
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3. Pathtracer, denoiser, AI 보조 generative scene.
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4. Voxelization / signed-distance field 생성.
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## 💻 패턴
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### Basic raycast acceleration
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```ts
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import { computeBoundsTree, disposeBoundsTree, acceleratedRaycast } from 'three-mesh-bvh';
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import * as THREE from 'three';
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THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;
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THREE.BufferGeometry.prototype.disposeBoundsTree = disposeBoundsTree;
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THREE.Mesh.prototype.raycast = acceleratedRaycast;
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const mesh = new THREE.Mesh(geometry, material);
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geometry.computeBoundsTree({ strategy: 'SAH' });
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const raycaster = new THREE.Raycaster();
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const hits = raycaster.intersectObject(mesh); // O(log N)
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```
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### shapecast (sphere intersection)
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```ts
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import { MeshBVH } from 'three-mesh-bvh';
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const bvh = new MeshBVH(geometry);
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const sphere = new THREE.Sphere(new THREE.Vector3(0, 1, 0), 0.5);
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bvh.shapecast({
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intersectsBounds: (box) => sphere.intersectsBox(box),
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intersectsTriangle: (triangle) => {
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if (triangle.intersectsSphere(sphere)) return true;
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return false;
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},
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});
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```
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### Closest point query
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```ts
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const target = { point: new THREE.Vector3(), distance: 0, faceIndex: -1 };
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bvh.closestPointToPoint(new THREE.Vector3(1, 2, 3), target);
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console.log(target.distance, target.point);
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```
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### Web Worker generation
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```ts
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import { GenerateMeshBVHWorker } from 'three-mesh-bvh/src/workers/GenerateMeshBVHWorker.js';
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const worker = new GenerateMeshBVHWorker();
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const bvh = await worker.generate(geometry, { strategy: 'SAH' });
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geometry.boundsTree = bvh;
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```
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### GPU BVH (2026 WebGPU)
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```ts
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import { MeshBVHUniformStruct } from 'three-mesh-bvh';
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const bvhUniform = new MeshBVHUniformStruct();
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bvhUniform.updateFrom(bvh);
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// shader 에서 bvhIntersectFirstHit(bvh, rayOrigin, rayDirection)
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```
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### Visualizer (debug)
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```ts
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import { MeshBVHHelper } from 'three-mesh-bvh';
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const helper = new MeshBVHHelper(mesh, 10);
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scene.add(helper);
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| <1k tri, 정적 raycast | BVH 불필요 (built-in) |
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| 10k+ tri, 매 frame raycast | `computeBoundsTree({ strategy: 'SAH' })` |
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| Animation / morph | refit `bvh.refit()` |
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| Heavy CAD | Worker + serialize/deserialize |
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| Pathtracer / GPU AO | `MeshBVHUniformStruct` |
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**기본값**: `SAH` strategy + on demand build, animation 시 `refit()`.
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## 🔗 Graph
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- 부모: [[BVH]] · [[Three.js]]
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- 변형: [[Octree]] · [[K-D Tree]]
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- 응용: [[Raycasting]] · [[Collision-Detection]]
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- Adjacent: [[BatchedMesh 및 InstancedMesh 성능 벤치마크]] · [[BufferGeometry]]
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## 🤖 LLM 활용
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**언제**: 매 large mesh raycast / proximity query 가 hot path 일 때 — 특히 VR / CAD / gen AI scene.
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**언제 X**: 매 simple sphere/box collision — manual primitive check 가 빠름.
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## ❌ 안티패턴
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- **매 frame full rebuild**: `refit()` 사용.
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- **CENTER strategy 로 build 시간 절약**: query 가 2-3x 느려짐. SAH 의 build cost 는 1회.
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- **BVH dispose 안 함**: geometry 교체 시 leak — `geometry.disposeBoundsTree()`.
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- **shapecast 의 `intersectsBounds` false positive 무시**: triangle 까지 끝까지 traverse — feedback 손실.
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## 🧪 검증 / 중복
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- Verified (three-mesh-bvh v0.7+ README, gkjohnson 의 demo & changelog, three.js examples).
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- 신뢰도 A.
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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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| 2026-05-10 | Manual cleanup — full content with shapecast/GPU BVH + worker |
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