⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#41
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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. - Ensure the component is well-formatted and passes syntax checks. Co-authored-by: jason420247 <44763042+jason420247@users.noreply.github.com>
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💡 What: Refactored the
MicrotubuleToruscomponent incomponents/QuantumScene.tsxto useTHREE.InstancedMeshinstead of individual mesh components. Used a reusableTHREE.Object3Dfor efficient matrix updates in theuseFrameloop.🎯 Why: Rendering thousands of individual meshes (360 and 720 units for the two toruses in the scene) resulted in excessive draw calls (over 1080), which is extremely expensive for both CPU and GPU.
📊 Measured Improvement: Theoretical reduction of draw calls from approximately 1080 to 2 for the toruses. This represents a 540x reduction in draw call overhead, significantly improving frame rates and reducing CPU/GPU load. Matrix updates are performed efficiently using a single
Object3Dto minimize garbage collection.PR created automatically by Jules for task 18397762717198531830 started by @jason420247