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⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#38

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jules-optimize-microtubule-torus-7518797166142111994
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⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#38
jason420247 wants to merge 1 commit into
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jules-optimize-microtubule-torus-7518797166142111994

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💡 What:
The MicrotubuleTorus component was optimized to use THREE.InstancedMesh instead of rendering hundreds of individual mesh components. The animation logic was moved into a single useFrame loop that updates the instance matrices using a reusable THREE.Object3D.

🎯 Why:
In the original unoptimized state, each MicrotubuleTorus rendered one mesh per unit, resulting in 360 + 720 = 1080 draw calls for the cubes in the QuantumScene. Rendering thousands of individual meshes is extremely expensive for the GPU and CPU due to the overhead of multiple draw calls and scene graph management.

📊 Measured Improvement:

  • Baseline: 1080 draw calls for the cube meshes.
  • Optimized: 2 draw calls for the cube meshes (one per MicrotubuleTorus instance).
  • Theoretical Improvement: ~99.8% reduction in draw calls for the microtubule structures.
  • Memory Efficiency: Reduced memory pressure by using a shared THREE.Object3D and avoiding the creation of 1080 individual React components and Three.js mesh objects.

PR created automatically by Jules for task 7518797166142111994 started by @jason420247

Optimized the `MicrotubuleTorus` component in `components/QuantumScene.tsx` by replacing individual mesh rendering with `THREE.InstancedMesh`. This change significantly reduces the number of draw calls required to render the scene.

- Used `InstancedMesh` for efficient rendering of multiple identical geometries.
- Implemented a shared `THREE.Object3D` for matrix updates in the `useFrame` loop to minimize object allocation.
- Set `frustumCulled={false}` to ensure visual stability during animations.

Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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