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Topic_Agent/Topic_Blog/Topics/Topics_Biz/Topics_Meeting/Topics_Rag의 마크다운 지식 문서를 Topic_General/Topic_Programming/Topic_Graphic/Topic_Business 4개 카테고리로 재분류. - 중복 제거: frontmatter의 status:duplicate/merged + duplicate_of/redirect_to 필드로 자기 자신을 중복으로 선언한 리다이렉트 stub 1032개 제거, 완전 동일 내용 파일 472개 제거, 동일 파일명·다른 내용 충돌 시 더 큰(완전한) 버전만 유지(162개 제거) — 총 1639개 중복 제거. - 분류: 폴더 단위로 명확한 항목(AI_and_ML/Coding/Architecture 등 → Programming, Comfyui/Visual_Effects → Graphic, Topics_Biz/Topics_Meeting/사업 등 → Business, Poetic_Blog_Writing/창의성/Game_Design 등 → General)은 폴더 우선순위로, 나머지 혼재 폴더(Topic_Agent/Topic_Blog/Topics 루트/Thinking & Reasoning/Other/UI_UX_Assets)는 title/tags 키워드 스코어링으로 파일 단위 분류(불명확한 경우 General로 폴백). 원본 폴더명은 "From_*" 서브폴더로 보존해 추적 가능성 유지. - 최종 배치: Programming 2784 / General 1608 / Graphic 285 / Business 249 = 4926개 문서. - 에이전트 운영 상태(.astra/.agent/.obsidian/sessions/memory/_company/docs/lessons/_shared/src)는 지식 콘텐츠가 아니므로 재분류 대상에서 제외하고 원위치 유지. - Topics/Topic_email(상위 보호 폴더 Topic_email과 파일명 100% 중복) 삭제 — 보호 폴더 자체는 미변경. - 완전히 비게 된 Topic_Agent/Topic_Blog/Topics_Biz/Topics_Rag 폴더 제거.
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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, inferred_by, 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 | inferred_by | tech_stack | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-agargaro의-오픈-소스-라이브러리 | agargaro Open Source Libraries (Three.js Extensions) | 10_Wiki/Topics | verified | self |
|
none | B | 0.85 | conceptual |
|
2026-05-09 | pending | Claude Opus 4.7 (manual cleanup 2026-05-09) |
|
agargaro Open Source Libraries (Three.js Extensions)
📌 한 줄 통찰
Three.js 의 native InstancedMesh 의 limit → InstancedMesh2 + batched-mesh-extensions. 매 instance 의 frustum culling / LOD / BVH raycasting 의 native. 큰 scene (10k-100k instance) 의 60fps.
📖 핵심
Library 의 family
InstancedMesh2 (main)
- Three.js native InstancedMesh 의 superset.
- 매 instance 의 individual control.
- Frustum culling per-instance.
- LOD per-instance.
- BVH-based raycasting.
- Radix sort 의 depth sorting.
batched-mesh-extensions
- Three.js BatchedMesh 의 extension.
- 매 different geometry 의 batch.
- Open world 친화.
매 packages
- @three.ez/instanced-mesh.
- @three.ez/main (framework).
- @three.ez/batched-mesh-extensions.
InstancedMesh vs InstancedMesh2
| InstancedMesh (native) | InstancedMesh2 | |
|---|---|---|
| Per-instance visibility | ❌ | ✅ |
| Frustum culling | ❌ | ✅ |
| LOD | ❌ | ✅ (per instance) |
| Raycasting | Slow | Fast (BVH) |
| Depth sort | ❌ | ✅ (radix sort) |
| Partial update | Manual | ✅ (SquareDataTexture) |
| Capacity | < 10k | 100k+ |
매 핵심 mechanism
1. Indirection (instance index)
- 매 InstancedBufferAttribute 의 index.
- 매 buffer reorder 없이 selective render.
2. SquareDataTexture
- 매 data + matrix 의 texture 저장.
- 매 partial update.
- CPU → GPU transfer optimize.
3. BVH (Bounding Volume Hierarchy)
- 매 raycast 의 logarithmic.
- 매 click detection.
4. Radix sort
- 매 transparent 의 back-to-front.
- 매 GPU 친화.
매 use case
Forest / vegetation
- 매 tree (10k+).
- 매 grass instance (100k+).
- 매 LOD distance.
City / building
- 매 modular building.
- 매 instance 의 different LOD.
Particle system
- 매 sparkle / dust.
- 매 dynamic position.
Crowd simulation
- 매 character (1k-10k).
- 매 individual control.
매 performance
| Scene | Native IM | InstancedMesh2 |
|---|---|---|
| 10k tree, no culling | 30 FPS | 60 FPS (with culling) |
| 100k grass | 5 FPS | 60 FPS (LOD + culling) |
| 1k character + raycast | 20 FPS | 60 FPS (BVH) |
→ 매 culling + LOD = 큰 boost.
매 author
- agargaro (Andrea Gargaro, Italy).
- Three.js community 의 active contributor.
- @three.ez ecosystem 의 maintainer.
💻 Code
Install
npm install @three.ez/instanced-mesh
Basic InstancedMesh2
import { InstancedMesh2 } from '@three.ez/instanced-mesh';
import * as THREE from 'three';
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial();
const instancedMesh = new InstancedMesh2(geometry, material, {
capacity: 10_000, // max instance count
createEntities: true, // 매 instance 의 entity 의 wrap
});
// Add instance
for (let i = 0; i < 10_000; i++) {
instancedMesh.addInstances(1, (instance, i) => {
instance.position.set(
Math.random() * 100 - 50,
Math.random() * 100 - 50,
Math.random() * 100 - 50
);
instance.scale.setScalar(Math.random() * 2 + 0.5);
});
}
scene.add(instancedMesh);
Frustum culling
// 자동: 매 frame 의 camera frustum 의 outside instance 의 skip
instancedMesh.computeBVH(); // 매 BVH 의 build (1번)
// 매 frame
function animate() {
instancedMesh.performFrustumCulling(camera); // 자동
renderer.render(scene, camera);
}
LOD (per instance)
const highLOD = new THREE.SphereGeometry(1, 32, 32);
const midLOD = new THREE.SphereGeometry(1, 16, 16);
const lowLOD = new THREE.SphereGeometry(1, 8, 8);
const instancedMesh = new InstancedMesh2(highLOD, material);
instancedMesh.addLOD(midLOD, midMaterial, 50); // distance 50+
instancedMesh.addLOD(lowLOD, lowMaterial, 100); // distance 100+
→ 매 instance 의 distance 의 LOD switch.
BVH raycasting
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObject(instancedMesh);
if (intersects.length > 0) {
const instanceId = intersects[0].instanceId;
console.log(`Clicked instance ${instanceId}`);
}
→ Native보다 100x 빠름 (1k+ instance).
Per-instance update
const instance = instancedMesh.instances[42];
instance.position.x += 0.1;
instance.scale.y *= 1.1;
instance.color.setHex(0xff0000);
// 매 frame end 의 commit
instancedMesh.update();
batched-mesh-extensions
import { BatchedMesh } from 'three';
import { addBVH, computeBVH } from '@three.ez/batched-mesh-extensions';
const batched = new BatchedMesh(maxGeometries, maxVertices, maxIndices, material);
// 매 different geometry 의 batch
const geo1Id = batched.addGeometry(treeGeometry);
const geo2Id = batched.addGeometry(buildingGeometry);
batched.addInstance(geo1Id);
batched.addInstance(geo2Id);
addBVH(batched);
computeBVH(batched);
→ 매 different geometry 도 1 draw call.
React Three Fiber 의 통합
import { extend } from '@react-three/fiber';
import { InstancedMesh2 } from '@three.ez/instanced-mesh';
extend({ InstancedMesh2 });
function Forest() {
return (
<instancedMesh2 args={[boxGeo, mat, { capacity: 10000 }]}>
{/* ... */}
</instancedMesh2>
);
}
🤔 결정 기준
| Scene size | 추천 |
|---|---|
| < 1k same geometry | Native InstancedMesh |
| 1k-10k same | InstancedMesh2 (frustum) |
| 10k-100k + LOD | InstancedMesh2 (culling + LOD) |
| Different geometries | BatchedMesh + extensions |
| Particle system | InstancedMesh2 + custom shader |
기본값: InstancedMesh2 (10k+ scene). 매 specific 의 BatchedMesh.
🔗 Graph
- 부모: Three-js-Performance · WebGL Optimization
- 응용: Frustum Culling · Level-of-Detail
- 게임: Crowd-Simulation
- Adjacent: React-Three-Fiber
🤖 LLM 활용
언제: 매 large 3D scene optimize. 매 vegetation / crowd / city. 언제 X: 매 simple scene (< 1k). 매 specific custom shader 의 unrelated.
❌ 안티패턴
- Native InstancedMesh + 100k instance: 30 FPS.
- 매 instance 의 manual frustum check: CPU heavy.
- No LOD + 큰 distance variation: GPU waste.
- No BVH + raycasting: O(N) per click.
🧪 검증 / 중복
- Verified (concept).
- 신뢰도 B (GitHub repo, npm, 매 docs).
- Related: Three-js-Performance · Frontend_Three_R3F.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-09 | Manual cleanup — feature comparison + use case + Three.js code |