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>
282 lines
7.4 KiB
Markdown
282 lines
7.4 KiB
Markdown
---
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id: wiki-2026-0508-20k-skinned-instances-demo
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title: 20k Skinned Instances Demo (Three.js)
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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: [InstancedMesh2 demo, large skinned mesh, three.js performance demo, GPU skinning]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.85
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verification_status: applied
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tags: [three-js, webgl, performance, skinned-mesh, gpu-skinning, lod, frustum-culling, instancing]
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raw_sources: []
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last_reinforced: 2026-05-09
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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 / WebGL
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---
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# 20k Skinned Instances Demo
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## 📌 한 줄 통찰
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> **20,000 character 의 same scene + 5 draw call only**. agargaro 의 InstancedMesh2 + frustum culling + LOD + animation throttle. **Mobile 도 3000+ instance 60fps**.
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## 📖 핵심
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### 매 demo 의 capability
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- **Desktop**: 20,000 skinned instance @ 60 FPS.
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- **Mobile**: 3,000 instance @ 60 FPS.
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- **Draw calls**: 5 only (despite 20k unit).
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- **GPU**: integrated 도 OK.
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→ 매 traditional 의 100-1000 instance 의 limit 의 break.
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### 매 optimization technique
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#### 1. Frustum culling
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- 매 camera 의 outside instance 의 skip.
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- 매 bone update 의 only visible.
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#### 2. Distance-based animation
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- Near: 60 FPS bone update.
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- Mid: 30 FPS.
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- Far: 10 FPS.
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- Very far: 0 (static pose).
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→ 매 update cost 의 80% saving.
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#### 3. Multi-LOD
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- LOD 0: 매 detailed mesh + bone.
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- LOD 1: 매 simplified mesh.
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- LOD 2: 매 imposter (billboard).
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→ 매 distance 의 different polygon count.
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#### 4. GPU skinning
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- 매 bone matrix 의 texture 저장.
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- 매 vertex shader 의 calculate.
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- CPU 의 free.
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#### 5. Single material / atlas
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- 매 instance 의 same material.
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- 매 atlas texture (1 texture, multiple variation).
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#### 6. Indirect rendering
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- GPU 의 매 instance 의 visibility 결정.
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- CPU → GPU transfer 최소화.
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### 매 architecture
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```
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Scene
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└── InstancedMesh2 (1)
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├── Geometry: skinned mesh (1)
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├── Material: shared (1)
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├── BoneTexture: 매 instance 의 bone matrix (RGBA float)
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└── Per-instance:
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├── Position
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├── Rotation
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├── Scale
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├── Color (optional)
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└── Animation state (frame, speed)
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```
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→ 1 InstancedMesh2 = 1 draw call.
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### 매 use case
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#### Game (RTS / open world)
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- 매 1000+ unit (StarCraft 식).
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- 매 crowd (city, stadium).
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#### Visualization
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- 매 large dataset (data point 의 character).
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- 매 scientific (molecule, particle).
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#### Simulation
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- 매 swarm.
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- 매 evacuation.
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- 매 pedestrian.
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#### Web 3D
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- 매 metaverse-style.
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- 매 large social space.
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## 💻 Code
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### Setup
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```typescript
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import { InstancedMesh2 } from '@three.ez/instanced-mesh';
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import * as THREE from 'three';
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// Load skinned mesh
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const loader = new GLTFLoader();
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const gltf = await loader.loadAsync('character.glb');
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const skinnedMesh = gltf.scene.children[0] as THREE.SkinnedMesh;
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// Create InstancedMesh2
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const instancedMesh = new InstancedMesh2(
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skinnedMesh.geometry,
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skinnedMesh.material,
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{
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capacity: 20000,
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createEntities: true,
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skinned: true, // GPU skinning
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}
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);
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// Add instances
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for (let i = 0; i < 20000; i++) {
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instancedMesh.addInstances(1, (instance) => {
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instance.position.set(
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(Math.random() - 0.5) * 1000,
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0,
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(Math.random() - 0.5) * 1000
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);
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instance.rotation.y = Math.random() * Math.PI * 2;
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});
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}
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scene.add(instancedMesh);
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```
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### Frustum culling + distance animation
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```typescript
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function animate() {
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const cameraPos = camera.position;
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instancedMesh.instances.forEach((instance, i) => {
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const dist = instance.position.distanceTo(cameraPos);
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// Distance-based update rate
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if (dist < 50) {
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instance.updateAnimation(deltaTime); // 60 FPS
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} else if (dist < 200) {
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if (frame % 2 === 0) instance.updateAnimation(deltaTime * 2); // 30 FPS
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} else if (dist < 500) {
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if (frame % 6 === 0) instance.updateAnimation(deltaTime * 6); // 10 FPS
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}
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// > 500: no animation update (static pose)
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});
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// Auto frustum culling
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instancedMesh.performFrustumCulling(camera);
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renderer.render(scene, camera);
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}
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```
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### Multi-LOD
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```typescript
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const lod0 = new InstancedMesh2(highPolyGeo, mat, { capacity: 5000, skinned: true });
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const lod1 = new InstancedMesh2(midPolyGeo, mat, { capacity: 10000, skinned: true });
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const lod2 = new InstancedMesh2(impostorGeo, mat, { capacity: 5000 });
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function updateLOD(instances) {
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instances.forEach((inst, i) => {
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const d = inst.distanceToCamera(camera);
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if (d < 50) inst.assignTo(lod0);
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else if (d < 200) inst.assignTo(lod1);
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else inst.assignTo(lod2);
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});
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}
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```
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### GPU skinning (custom shader)
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```glsl
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// Vertex shader
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attribute vec4 skinIndices;
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attribute vec4 skinWeights;
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uniform sampler2D boneTexture; // 매 instance 의 bone matrix
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uniform float boneTextureSize;
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mat4 getBoneMatrix(float index, float instanceIndex) {
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float u = (index * 4.0 + 0.5) / boneTextureSize;
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float v = (instanceIndex + 0.5) / boneTextureSize;
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return mat4(
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texture2D(boneTexture, vec2(u, v)),
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texture2D(boneTexture, vec2(u + 1.0/boneTextureSize, v)),
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texture2D(boneTexture, vec2(u + 2.0/boneTextureSize, v)),
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texture2D(boneTexture, vec2(u + 3.0/boneTextureSize, v))
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);
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}
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void main() {
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mat4 boneMat =
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getBoneMatrix(skinIndices.x, gl_InstanceID) * skinWeights.x +
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getBoneMatrix(skinIndices.y, gl_InstanceID) * skinWeights.y +
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getBoneMatrix(skinIndices.z, gl_InstanceID) * skinWeights.z +
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getBoneMatrix(skinIndices.w, gl_InstanceID) * skinWeights.w;
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vec4 transformed = boneMat * vec4(position, 1.0);
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gl_Position = projectionMatrix * modelViewMatrix * transformed;
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}
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```
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→ 매 vertex 의 GPU 가 calculate.
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### Performance metric
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```typescript
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const stats = new Stats();
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document.body.appendChild(stats.dom);
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function animate() {
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stats.begin();
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// ... render
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stats.end();
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requestAnimationFrame(animate);
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}
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console.log({
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draws: renderer.info.render.calls,
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triangles: renderer.info.render.triangles,
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geometries: renderer.info.memory.geometries,
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});
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// Goal: draws < 10, FPS = 60
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```
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## 🤔 결정 기준
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| Instance count | Approach |
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| < 100 | Native skinned mesh (each its own) |
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| 100-1000 | InstancedMesh2 + frustum cull |
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| 1000-10000 | + LOD + distance animation |
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| 10000+ | + GPU skinning + impostor |
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| Mobile | 3000 max + heavy LOD |
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**기본값**: InstancedMesh2 + 5 optimization (frustum, LOD, animation throttle, GPU skin, atlas).
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## 🔗 Graph
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- 부모: [[Three-js-Performance]] · [[SkinnedMesh]] · [[Instancing]]
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- 변형: [[BatchedMesh]]
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- 응용: [[Crowd-Simulation]]
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- 기술: [[GPU-Skinning]] · [[Frustum Culling]] · [[Level-of-Detail]]
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## 🤖 LLM 활용
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**언제**: 매 large character scene 의 design. 매 mobile / web 3D 의 performance.
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**언제 X**: 매 small scene. 매 specific Unity / Unreal (different).
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## ❌ 안티패턴
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- **Native skinned + 1000 instance**: 30 FPS.
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- **No LOD + variable distance**: GPU waste.
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- **Bone update 60 FPS 매 instance**: CPU 의 bottleneck.
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- **No frustum cull**: hidden update.
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- **Multiple material per instance**: 매 draw call 의 multiply.
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## 🧪 검증 / 중복
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- Applied (agargaro 의 demo).
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- 신뢰도 B (GitHub repo, real demo).
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- Related: [[agargaro-libraries]] · [[Three-js-Performance]].
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-09 | Manual cleanup — 5 optimization + Three.js code + GPU skinning shader |
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