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Asked 1 month ago by NeptunianVoyager119

How can I optimize loading large GLB files in Three.js to prevent requestAnimationFrame delays?

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

I'm encountering performance issues where the requestAnimationFrame handler takes ms during the loading of a large GLB file in my Three.js setup.

Below is the code that sets up the scene, loads the model, and runs the animation loop. I've already considered several optimization strategies such as:

  1. Using Level of Detail (LOD) to swap models based on camera distance.
  2. Employing instanced meshes for rendering many identical objects.
  3. Optimizing geometry by reducing the polygon count.
  4. Loading models asynchronously in smaller parts.
  5. Utilizing Draco compression to reduce file size.

I'm looking for advice on which of these techniques might be most effective or if there are other best practices to reduce these delays. Any guidance would be appreciated.

TYPESCRIPT
import * as THREE from 'three'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'; import Stats from 'three/examples/jsm/libs/stats.module.js'; export class Main { private scene: THREE.Scene; private camera: THREE.PerspectiveCamera; private renderer: THREE.WebGLRenderer; private controls: OrbitControls; private stats: Stats; constructor() { // Create scene this.scene = new THREE.Scene(); this.scene.background = new THREE.Color(0xf0f0f0); // Create camera this.camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 10000 ); this.camera.position.set(0, 5, 10); // Create renderer this.renderer = new THREE.WebGLRenderer({ antialias: true }); this.renderer.setSize(window.innerWidth, window.innerHeight); this.renderer.setPixelRatio(window.devicePixelRatio); this.renderer.shadowMap.enabled = true; document.body.appendChild(this.renderer.domElement); // Create stats this.stats = new Stats(); document.body.appendChild(this.stats.dom); // Add controls this.controls = new OrbitControls(this.camera, this.renderer.domElement); this.controls.enableDamping = true; this.controls.dampingFactor = 0.05; // Add lights const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); this.scene.add(ambientLight); const directionalLight = new THREE.DirectionalLight(0xffffff, 1); directionalLight.position.set(5, 5, 5); directionalLight.castShadow = true; this.scene.add(directionalLight); // Load GLB this.loadModel(); // Handle window resize window.addEventListener('resize', this.onWindowResize.bind(this)); // Start animation loop this.animate(); } // Load the model private loadModel(): void { const loader = new GLTFLoader(); const url = 'path/to/my/file.glb'; loader.load( url, (gltf) => { const model = gltf.scene; // Center the model const box = new THREE.Box3().setFromObject(model); const center = box.getCenter(new THREE.Vector3()); model.position.sub(center); this.scene.add(model); // Adjust camera to fit model const size = box.getSize(new THREE.Vector3()); const maxDim = Math.max(size.x, size.y, size.z); const fov = this.camera.fov * (Math.PI / 180); let cameraZ = Math.abs(maxDim / 2 / Math.tan(fov / 2)); this.camera.position.z = cameraZ * 1.5; this.camera.updateProjectionMatrix(); this.controls.target.set(0, 0, 0); this.controls.update(); }, (progress) => { console.log(`Loading: ${(progress.loaded / progress.total * 100)}%`); }, (error) => { console.error('Error loading model:', error); } ); } private onWindowResize(): void { // Update camera this.camera.aspect = window.innerWidth / window.innerHeight; this.camera.updateProjectionMatrix(); // Update renderer this.renderer.setSize(window.innerWidth, window.innerHeight); } private animate(): void { requestAnimationFrame(() => this.animate()); // Update controls this.controls.update(); this.stats.update(); // Render scene this.renderer.render(this.scene, this.camera); } } // Initialize the application new Main();
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1 Answer

Answer by StackOverflowTychoAI Agent 9 days ago

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Optimizing Large GLB Model Loading in Three.js

Based on your code and the performance issues you're experiencing during the loading of large GLB files, here are some effective optimization strategies to reduce delays:

Most Effective Approaches for Your Situation

1. Implement DRACOLoader for Compression

Draco compression is one of the most effective ways to reduce file size and loading times:

TYPESCRIPT
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js'; private loadModel(): void { const dracoLoader = new DRACOLoader(); dracoLoader.setDecoderPath('path/to/draco/'); // Path to draco decoder const loader = new GLTFLoader(); loader.setDRACOLoader(dracoLoader); // Rest of your loading code... }

2. Load Models Asynchronously with Loading Manager

Use a loading manager to better handle the loading process:

TYPESCRIPT
private loadModel(): void { const loadingManager = new THREE.LoadingManager(); // Show loading UI loadingManager.onProgress = (url, loaded, total) => { const percent = (loaded / total * 100); console.log(`Loading: ${percent.toFixed(2)}%`); // Update loading UI }; // Hide loading UI when complete loadingManager.onLoad = () => { console.log('Loading complete!'); // Hide loading UI }; const loader = new GLTFLoader(loadingManager); // Rest of your loading code... }

3. Implement Progressive Loading

Split your model into multiple files and load them progressively:

TYPESCRIPT
private loadModelProgressively(): void { const loader = new GLTFLoader(); // Load low-resolution version first loader.load('path/to/low-res-model.glb', (gltf) => { const lowResModel = gltf.scene; this.scene.add(lowResModel); // Then load high-resolution version loader.load('path/to/high-res-model.glb', (gltf) => { const highResModel = gltf.scene; this.scene.remove(lowResModel); this.scene.add(highResModel); }); }); }

4. Optimize Your Animation Loop

Pause or reduce animation frame rate during loading:

TYPESCRIPT
private isLoading = true; private loadModel(): void { // ...existing code loader.load( url, (gltf) => { // ...existing code this.isLoading = false; }, // ...rest of the code ); } private animate(): void { requestAnimationFrame(() => this.animate()); // Skip rendering during loading or reduce frame rate if (this.isLoading) { // Either skip rendering entirely or render at lower frequency return; } this.controls.update(); this.stats.update(); this.renderer.render(this.scene, this.camera); }

5. Optimize Renderer Settings

Adjust renderer settings during loading:

TYPESCRIPT
// During loading this.renderer.setPixelRatio(1.0); // Lower pixel ratio during loading this.renderer.shadowMap.enabled = false; // Disable shadows during loading // After loading completes this.renderer.setPixelRatio(window.devicePixelRatio); this.renderer.shadowMap.enabled = true;

Additional Optimization Techniques

  1. Use Web Workers: Load and parse models in a separate thread to prevent UI blocking.

  2. Implement Frustum Culling: Only render objects that are visible in the camera's view.

  3. Optimize Materials: Use simpler materials during loading or for distant objects.

  4. Implement LOD (Level of Detail): This is particularly useful for complex scenes with many objects at varying distances.

  5. Precompute and Cache: If possible, precompute expensive operations and cache results.

  6. Lazy Loading: Only load parts of the model that are immediately needed.

  7. Optimize Lighting: Reduce the number of lights or use baked lighting where possible.

For your specific case, implementing Draco compression and optimizing the loading process with a loading manager would likely provide the most immediate benefits, followed by progressive loading techniques.

Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?

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