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Three.js performance optimization with 10000 meshes


Three.js performance optimization with 10000 meshes

By : Anshul Pandya
Date : October 18 2020, 03:08 PM
I hope this helps . There are already a number of answers here on stackoverflow about the performance cost of drawcalls and state-changes so I won't go into that. You NEED to get the number of drawcalls down to render efficiently. How to do that is completely up to your exact problem and your creativity.
My suggestion would be to use a single BufferGeometry: You could just animate all vertex-positions within a single buffer-geometry. You would need to keep the state (translation, rotation, etc) outside of the geometry, but you can write code that freely transforms all of your triangles as if they were single objects.
code :


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Away3D 4.1 performance issues - how to optimise a scene with many identical meshes?

Away3D 4.1 performance issues - how to optimise a scene with many identical meshes?


By : Jordain Gijsbertha
Date : March 29 2020, 07:55 AM
Hope that helps Yeah, you should batch your draw calls. I don't have much experience with Away3D but after a quick look through their API reference it seems that away3d.tools.commands.Merge should help you to merge all those cubes into one large batched mesh.
Unity3D : Performance with multi-camera rendering with a lot of spheric meshes

Unity3D : Performance with multi-camera rendering with a lot of spheric meshes


By : user5038116
Date : March 29 2020, 07:55 AM
help you fix your problem I have an Unity 3D scene with several cameras looking at the same object (a huge brain mesh ~100k tri) but not necessary with the same point of view. , First issue:
Regarding your specific question with the four dots.
3D rendering performance / pipeline for level of detail (LOD) meshes in threejs

3D rendering performance / pipeline for level of detail (LOD) meshes in threejs


By : Lee B. Geebeez
Date : March 29 2020, 07:55 AM
hop of those help? You want to efficiently and smoothly vary the level-of-detail (LOD) of your object based on distance from the camera.
Given your use case, one solution is to create for each object a BufferGeometry that contains all three levels-of detail. In other words, you would use "indexed" buffer geometry, specify the array of shared vertices, and catenate your three index arrays into one.
code :
geometry.setDrawRange( startIndex, count );
Opengl performance issue when drawing polygon meshes

Opengl performance issue when drawing polygon meshes


By : Chad
Date : March 29 2020, 07:55 AM
it should still fix some issue I think that glDrawArray may be the best option. If I remember correctly, the data from the arrays will be sent from the client to the server in each iteration. If the the data is changed in each iteration, then that is not really an issue, since the client needs to send the data to the server each time it is changed anyway. This means that due to the implementation of VBOs, storing large chunks of data on the server memory, will not really give you any performance gains since you will have to resend that data anyway.
Are you using large objects or many small ones? I am fairly confident that glDrawArrays are most optimal in situations with large objects.
Array_walk through 10000 items. Optimization possible?

Array_walk through 10000 items. Optimization possible?


By : Salvador Granados
Date : March 29 2020, 07:55 AM
I hope this helps you . Just loop the array yourself with foreach to avoid the penalty of making 10000 function calls:
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