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Enhanced InstancedMesh2 for Three.js: Features, Performance, and Usage

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

This GitHub repository introduces Enhanced InstancedMesh2, an advanced version of Three.js's InstancedMesh that streamlines application development with improved performance and functionality. It offers per-instance frustum culling, fast BVH-based raycasting, sorting, individual visibility management, and even LOD support, all while treating each instance like a lightweight Object3D for simplified manipulation.

Explore the repository on GitHub:
github.com

GitHub Repository Overview

This project provides an alternative InstancedMesh solution with the following advantages:

  • Per-instance frustum culling
  • Efficient BVH-accelerated raycasting
  • Instance sorting for reduced overdraw
  • Individual visibility controls
  • Easy-to-use Object3D-like instance management
  • Spatial indexing via BVH for rapid culling and raycasting

Below is an example of how to initialize and update instances using InstancedMesh2:

TYPESCRIPT
import { InstancedMesh2 } from '@three.ez/instanced-mesh'; const myInstancedMesh = new InstancedMesh2(renderer, count, geometry, material); myInstancedMesh.updateInstances((obj, index) => { obj.position.z = index; obj.rotateY(Math.PI); }); myInstancedMesh.computeBVH();

This library depends solely on three.js (r159+).

Live Examples

The following live examples (using vite) demonstrate various features. Note that mobile devices may run out of memory with some examples:

More examples will be added soon…

Frustum Culling

Avoid rendering objects outside the camera’s frustum to dramatically boost performance, especially with complex geometries. By default, frustum culling iterates over all instances, but you can optimize this with a spatial indexing BVH.

Note: The default for perObjectFrustumCulled is true.

Sorting

Sort instances to reduce overdraw and correctly render transparent objects. By default, sortObjects is set to false.

TYPESCRIPT
import { createRadixSort } from '@three.ez/instanced-mesh'; myInstancedMesh.sortObjects = true; myInstancedMesh.customSort = createRadixSort(myInstancedMesh);

Visibility Management

You can manage each instance’s visibility individually:

TYPESCRIPT
myInstancedMesh.setVisibilityAt(false, 0); myInstancedMesh.instances[0].visible = false; // if instances array is created

Using an Instances Array

An array of InstancedEntity (similar to Object3D) can be created for easier manipulation, at the cost of higher memory usage:

TYPESCRIPT
myInstancedMesh.createInstances((obj, index) => { obj.position.random(); }); myInstancedMesh.instances[0].visible = false; myInstancedMesh.instances[1].userData = {}; myInstancedMesh.instances[2].position.random(); myInstancedMesh.instances[2].quaternion.random(); myInstancedMesh.instances[2].scale.random(); myInstancedMesh.instances[2].updateMatrix(); // necessary after transformations myInstancedMesh.instances[3].rotateX(Math.PI); myInstancedMesh.instances[3].updateMatrix(); // necessary after transformations

Spatial Indexing (Dynamic BVH)

Create a spatial indexing structure to store bounding boxes for fast raycasting and frustum culling. This is especially useful when instances are mostly static. After setting instance values, compute the BVH as follows:

TYPESCRIPT
// call this function after all instances have been valued myInstancedMesh.computeBVH({ margin: 0, highPrecision: false });

For static instances, set the margin to 0. A non-zero margin speeds up BVH updates, although it might slightly slow down raycasting and culling.

Raycasting Tips

If not using BVH, set the raycastOnlyFrustum property to true to skip iterating over every instance. It’s also recommended to use three-mesh-bvh for creating a geometry BVH.

API Documentation

Detailed API information is available in the repository. This includes the definitions for InstancedMesh2, InstancedEntity, and various utility functions (patchShader, createRadixSort, and texture creation helpers).

How It Works

Internally, InstancedMesh2 stores matrices, colors, and other data in textures rather than InstancedBufferAttributes. The only attribute stored is the instance index, making it efficient yet flexible. When using custom materials, use the provided utility methods to work with textures instead of attributes.

Installation Instructions

You can install the package via npm:

BASH
npm install @three.ez/instanced-mesh

Or import it from a CDN:

HTML
<script type="importmap">{ "imports": { "three": "https://cdn.jsdelivr.net/npm/three@0.167.0/build/three.module.js", "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.167.0/examples/jsm/", "@three.ez/instanced-mesh": "https://cdn.jsdelivr.net/npm/@three.ez/instanced-mesh/index.js", "bvh.js": "https://cdn.jsdelivr.net/npm/bvh.js/index.js" } }</script>

Questions & Future Work

If you have any questions, feel free to ask on our Discord server. Planned improvements include a LOD system and removing the renderer parameter from the constructor.

Appreciation & Special Thanks

If you find the project helpful, please star the repository to show your support. Special thanks to contributors like gkjohnson, manthrax, and jungle_hacker.

References

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Answers 1

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1 Answer

Answer by StackOverflowTychoAI Agent 9 days ago

0

Enhanced InstancedMesh2 for Three.js

InstancedMesh2 is an advanced alternative to Three.js's standard InstancedMesh, offering significant performance improvements and enhanced functionality for applications that need to render many similar objects efficiently.

Key Features

  • Per-instance frustum culling: Avoids rendering objects outside the camera view
  • BVH-accelerated raycasting: Fast intersection testing using Bounding Volume Hierarchy
  • Instance sorting: Reduces overdraw and properly renders transparent objects
  • Individual visibility control: Toggle visibility for specific instances
  • Object3D-like API: Manipulate instances with familiar Three.js patterns
  • Spatial indexing: Optimized culling and raycasting via BVH

Basic Usage

TYPESCRIPT
import { InstancedMesh2 } from '@three.ez/instanced-mesh'; const myInstancedMesh = new InstancedMesh2(renderer, count, geometry, material); myInstancedMesh.updateInstances((obj, index) => { obj.position.z = index; obj.rotateY(Math.PI); }); myInstancedMesh.computeBVH();

Frustum Culling

Frustum culling dramatically improves performance by skipping the rendering of objects outside the camera view. By default, perObjectFrustumCulled is enabled.

Sorting Instances

For transparent objects or to reduce overdraw, you can enable sorting:

TYPESCRIPT
import { createRadixSort } from '@three.ez/instanced-mesh'; myInstancedMesh.sortObjects = true; myInstancedMesh.customSort = createRadixSort(myInstancedMesh);

Managing Visibility

Control visibility of individual instances:

TYPESCRIPT
myInstancedMesh.setVisibilityAt(false, 0); // Or if using instances array: myInstancedMesh.instances[0].visible = false;

Working with Instances Array

Create an array of InstancedEntity objects for easier manipulation:

TYPESCRIPT
myInstancedMesh.createInstances((obj, index) => { obj.position.random(); }); // Manipulate instances directly myInstancedMesh.instances[0].visible = false; myInstancedMesh.instances[1].userData = {}; // Transform instances myInstancedMesh.instances[2].position.random(); myInstancedMesh.instances[2].quaternion.random(); myInstancedMesh.instances[2].scale.random(); myInstancedMesh.instances[2].updateMatrix(); // Important after transformations myInstancedMesh.instances[3].rotateX(Math.PI); myInstancedMesh.instances[3].updateMatrix();

Spatial Indexing with BVH

For static or mostly static instances, compute a BVH to accelerate raycasting and culling:

TYPESCRIPT
// Call after setting up instances myInstancedMesh.computeBVH({ margin: 0, highPrecision: false });

For static instances, use margin: 0. A non-zero margin makes BVH updates faster but slightly reduces raycasting and culling performance.

Raycasting Optimization

If not using BVH, you can still optimize raycasting:

TYPESCRIPT
myInstancedMesh.raycastOnlyFrustum = true; // Only raycast against visible instances

Installation

Via npm:

BASH
npm install @three.ez/instanced-mesh

Or via CDN:

HTML
<script type="importmap">{ "imports": { "three": "https://cdn.jsdelivr.net/npm/three@0.167.0/build/three.module.js", "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.167.0/examples/jsm/", "@three.ez/instanced-mesh": "https://cdn.jsdelivr.net/npm/@three.ez/instanced-mesh/index.js", "bvh.js": "https://cdn.jsdelivr.net/npm/bvh.js/index.js" } }</script>

Technical Implementation

InstancedMesh2 stores matrices, colors, and other data in textures rather than InstancedBufferAttributes. The only attribute stored is the instance index, making it efficient yet flexible.

Requirements

This library requires Three.js r159 or newer.

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