⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#29
⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#29jason420247 wants to merge 1 commit intomasterfrom
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- Refactor `MicrotubuleTorus` to use `THREE.InstancedMesh` for rendering. - Reduce draw calls from 1,080 to 2 per scene for the toruses. - Use a reusable `Object3D` in the `useFrame` loop for efficient matrix updates and to minimize garbage collection. - Pass `undefined` for geometry and material slots in `InstancedMesh` to follow React Three Fiber conventions. Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What:
I have optimized the
MicrotubuleToruscomponent incomponents/QuantumScene.tsxby replacing individual mesh instances withTHREE.InstancedMesh. The implementation uses auseRefto manage the instanced mesh and auseMemofor a reusableTHREE.Object3Dto perform efficient matrix updates within theuseFrameanimation loop.🎯 Why:
Rendering thousands of individual meshes in React Three Fiber is computationally expensive as each mesh generates a separate draw call. For the
QuantumScenewhich renders twoMicrotubuleTorusinstances with 360 and 720 cubes respectively, this resulted in approximately 1,080 draw calls. UsingInstancedMeshcollapses these into just 2 draw calls (one per torus), significantly improving CPU and GPU performance.📊 Measured Improvement:
The optimization provides a theoretical reduction in draw calls from 1,080 to 2 for the toruses in the scene. Direct performance profiling was not possible due to the lack of project infrastructure (missing
package.jsonandnode_modules) in the environment, but the reduction in scene graph complexity and draw call count is a guaranteed performance win in WebGL/Three.js environments.✅ Verification:
undefinedfor initialinstancedMesharguments.PR created automatically by Jules for task 2372147250494163321 started by @jason420247