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⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#48

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optimize-microtubule-torus-instanced-mesh-11345072046500851492
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⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#48
jason420247 wants to merge 1 commit into
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optimize-microtubule-torus-instanced-mesh-11345072046500851492

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💡 What: Refactored the MicrotubuleTorus component in components/QuantumScene.tsx to use THREE.InstancedMesh instead of rendering individual <mesh> components.

🎯 Why: Rendering thousands of individual meshes (360 + 720 = 1,080 in the default scene) is extremely expensive in terms of draw calls and CPU overhead for matrix calculations. Using InstancedMesh allows WebGL to render all instances of the same geometry and material in a single draw call.

📊 Measured Improvement:

  • Draw Calls: Reduced from 1,080 to 2 for the toruses in the scene.
  • Memory/CPU: Used a reusable THREE.Object3D for matrix updates within the useFrame loop, significantly reducing object allocation and garbage collection pressure during animations.
  • Correctness: Added key={count} to the instancedMesh to ensure the component correctly remounts and reallocates the instance buffer if the count prop changes.

PR created automatically by Jules for task 11345072046500851492 started by @jason420247

Replaced individual mesh components with THREE.InstancedMesh in the MicrotubuleTorus component to reduce draw calls from 1080 to 2 for the scene. Used a reusable Object3D instance in the useFrame loop for efficient matrix updates to minimize garbage collection. Added key={count} to ensure proper component remounting on instance count changes.

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