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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>
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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-최적화 | InstancedMesh 최적화 | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
InstancedMesh 최적화
매 한 줄
"매 동일 geometry 의 N 개를 1 draw call 로". InstancedMesh 는 매 같은 mesh 를 instance attribute (matrix, color) 만 바꿔 GPU 에 한 번에 제출. 매 forest, particle, crowd 같은 thousands-of-objects scene 에서 50-1000x throughput.
매 핵심
매 작동 원리
- 매 vertex shader 는
gl_InstanceID(WebGL2) /instance_index(WebGPU) 로 per-instance 데이터 lookup. - 매 instanceMatrix (mat4) 는 default attribute. 매 추가로 instanceColor, custom attribute 가능.
- 매 draw call:
gl.drawElementsInstanced(mode, count, type, offset, instanceCount).
매 비용 분석
- CPU 절감: 매 N draw call → 1. 매 binding state 변경 N → 1.
- GPU 비용: 매 동일 (vertex 처리 N×). 매 절감은 driver overhead 에서.
- Break-even: 매 보통 ~50-100 instance 부터 이득. 매 이하면 batched geometry 가 더 빠를 수도.
매 응용
- Forest / vegetation (10k trees).
- Particle system (smoke, sparks).
- Crowd / NPC swarm.
- Voxel chunk rendering.
- UI marker overlay (map pins).
💻 패턴
1. 기본 InstancedMesh 셋업 (Three.js r172)
import * as THREE from 'three';
const geo = new THREE.BoxGeometry(1, 1, 1);
const mat = new THREE.MeshStandardMaterial({ color: 0x88aaff });
const COUNT = 10_000;
const mesh = new THREE.InstancedMesh(geo, mat, COUNT);
mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage); // 매 자주 업데이트면
const m = new THREE.Matrix4();
const q = new THREE.Quaternion();
const s = new THREE.Vector3(1, 1, 1);
const p = new THREE.Vector3();
for (let i = 0; i < COUNT; i++) {
p.set((Math.random() - 0.5) * 200, 0, (Math.random() - 0.5) * 200);
q.setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.random() * Math.PI * 2);
m.compose(p, q, s);
mesh.setMatrixAt(i, m);
}
mesh.instanceMatrix.needsUpdate = true;
scene.add(mesh);
2. Per-instance color (vertex color attribute)
const colors = new Float32Array(COUNT * 3);
for (let i = 0; i < COUNT; i++) {
colors[i*3] = Math.random();
colors[i*3+1] = Math.random();
colors[i*3+2] = Math.random();
}
mesh.instanceColor = new THREE.InstancedBufferAttribute(colors, 3);
3. Frustum culling per-instance (BVH-based)
import { computeBoundsTree, MeshBVH } from 'three-mesh-bvh';
// 매 default InstancedMesh 는 whole-mesh frustum culling 만 함.
// 매 instance-level 은 manual: BVH 로 visible instance 만 update.
const bvh = new MeshBVH(geo);
const visibleMatrices: THREE.Matrix4[] = [];
const frustum = new THREE.Frustum().setFromProjectionMatrix(
new THREE.Matrix4().multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse)
);
let visibleCount = 0;
for (let i = 0; i < COUNT; i++) {
mesh.getMatrixAt(i, m);
p.setFromMatrixPosition(m);
if (frustum.containsPoint(p)) {
mesh.setMatrixAt(visibleCount++, m);
}
}
mesh.count = visibleCount; // 매 핵심: count 만 줄여 draw 절감
mesh.instanceMatrix.needsUpdate = true;
4. WebGPU instancing (Three.js r172 WebGPURenderer)
import { WebGPURenderer, MeshBasicNodeMaterial } from 'three/webgpu';
import { instanceIndex, vec3, color } from 'three/tsl';
const mat = new MeshBasicNodeMaterial();
// 매 TSL 로 per-instance color 계산
mat.colorNode = color(vec3(
instanceIndex.toFloat().div(COUNT).fract(),
0.5,
0.8
));
const mesh = new THREE.InstancedMesh(geo, mat, COUNT);
5. LOD + InstancedMesh 결합
class InstancedLOD {
constructor(private high: THREE.InstancedMesh,
private mid: THREE.InstancedMesh,
private low: THREE.InstancedMesh) {}
update(camera: THREE.Camera, positions: THREE.Vector3[]) {
let h = 0, m = 0, l = 0;
const matrix = new THREE.Matrix4();
for (const p of positions) {
const d = p.distanceTo(camera.position);
const target = d < 30 ? this.high : d < 100 ? this.mid : this.low;
const idx = d < 30 ? h++ : d < 100 ? m++ : l++;
matrix.setPosition(p);
target.setMatrixAt(idx, matrix);
}
this.high.count = h; this.mid.count = m; this.low.count = l;
[this.high, this.mid, this.low].forEach(x => x.instanceMatrix.needsUpdate = true);
}
}
6. GPU compute 로 instance 위치 (WebGPU)
import { Fn, instanceIndex, storage, vec3, time } from 'three/tsl';
import { compute } from 'three/tsl';
const positionBuffer = storage(new THREE.StorageBufferAttribute(COUNT, 3), 'vec3');
const updateFn = Fn(() => {
const i = instanceIndex.toFloat();
const t = time;
positionBuffer.element(instanceIndex).assign(
vec3(i.mul(0.1).sin().mul(50), t.add(i).sin().mul(5), i.mul(0.1).cos().mul(50))
);
});
const computePass = updateFn().compute(COUNT);
renderer.computeAsync(computePass); // 매 frame 마다
7. Memory layout 최적화 (matrix → quat+pos+scale)
// 매 mat4 (16 floats × 4B = 64B) 대신 quat (4) + pos (3) + scale (1) = 32B
const compactBuffer = new Float32Array(COUNT * 8);
mesh.geometry.setAttribute('iQuat',
new THREE.InstancedBufferAttribute(compactBuffer, 4, false, 1).setUsage(THREE.DynamicDrawUsage));
// shader 에서 quat → matrix reconstruct
8. Sort by depth (transparency)
const indices = Array.from({length: COUNT}, (_, i) => i);
indices.sort((a, b) => {
mesh.getMatrixAt(a, m); const da = p.setFromMatrixPosition(m).distanceTo(camera.position);
mesh.getMatrixAt(b, m); const db = p.setFromMatrixPosition(m).distanceTo(camera.position);
return db - da; // 매 back-to-front
});
const sorted = new Float32Array(COUNT * 16);
for (let i = 0; i < COUNT; i++) {
mesh.getMatrixAt(indices[i], m);
m.toArray(sorted, i * 16);
}
mesh.instanceMatrix.array.set(sorted);
mesh.instanceMatrix.needsUpdate = true;
매 결정 기준
| 상황 | Approach |
|---|---|
| Static, identical mesh × thousands | InstancedMesh |
| Static, varied meshes | BatchedMesh (Three.js r158+) |
| 매 < 50 instance | 매 그냥 separate Mesh, 차이 없음 |
| 매 frequent matrix update | setUsage(DynamicDrawUsage) + partial updateRange |
| Per-instance custom data | InstancedBufferAttribute |
| GPU-driven motion | TSL compute + storage buffer |
기본값: 매 ≥100 identical instance → InstancedMesh + DynamicDrawUsage + frustum culling.
🔗 Graph
- 부모: Three.js · GPU Instancing · WebGL/WebGPU
- 변형: BatchedMesh
- Adjacent: InstancedMesh 동적 버퍼 확장 · Frustum Culling · LOD
🤖 LLM 활용
언제: instance 수에 따른 기법 선택, draw call 분석 해석, TSL compute shader 작성. 언제 X: 매 specific GPU/driver bug 진단 (실측 profile 없이).
❌ 안티패턴
- 매 frame 마다 setMatrixAt 전체 N: 매 변하지 않는 instance 까지 update → CPU bound. 매 dirty flag 사용.
- DynamicDrawUsage 빠뜨림: 매 default StaticDrawUsage 면 매 update 시 driver hint mismatch.
- count 줄이지 않고 culling: 매 invisible 도 vertex shader 실행됨.
- 너무 작은 N (< 50): 매 instancing overhead 가 이득보다 큼.
🧪 검증 / 중복
- Verified (Three.js r172 docs, WebGPU spec, Khronos WebGL2 spec).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — InstancedMesh 패턴 + WebGPU TSL compute |