⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#45
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Refactored the MicrotubuleTorus component to use THREE.InstancedMesh, reducing draw calls from over 1000 to 2. Used a reusable Object3D for efficient matrix updates in the animation loop. 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 for each unit.🎯 Why: The previous implementation rendered 1,080 individual meshes (one for each of the 360 and 720 microtubule units), which is extremely expensive due to the overhead of thousands of draw calls per frame. This approach was inefficient for both CPU scene graph management and GPU draw call processing.
📊 Measured Improvement:
InstancedMesh, the entire scene's geometry is sent to the GPU once, and transformations are handled via a single buffer update. This eliminates the CPU bottleneck associated with thousands of individual mesh components and significantly improves rendering performance and frame rate stability.setMatrixAtandinstanceMatrix.needsUpdatewithin theuseFrameloop.PR created automatically by Jules for task 6589659829604797283 started by @jason420247