⚡ Optimize MicrotubuleTorus rendering with InstancedMesh#53
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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: The optimization involves refactoring the
MicrotubuleToruscomponent incomponents/QuantumScene.tsxto useTHREE.InstancedMeshinstead of rendering individual mesh components for each instance. It also utilizes a reusableTHREE.Object3Dfor matrix updates within theuseFrameloop.🎯 Why: Rendering 1,080 individual meshes (360 for the first torus and 720 for the second) is highly inefficient and creates a significant bottleneck in terms of draw calls.
InstancedMeshallows all instances to be rendered in a single draw call per torus.📊 Measured Improvement: While direct benchmarking in the current environment is impractical due to the lack of project infrastructure, the theoretical improvement is a reduction from 1,080 draw calls to 2 draw calls for the toruses, representing a 99.8% decrease in scene graph complexity and draw call overhead.
PR created automatically by Jules for task 14893247775308887824 started by @jason420247