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⚡ Optimize MicrotubuleTorus with InstancedMesh#72

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optimize-microtubule-torus-instanced-mesh-2277897810227859063
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⚡ Optimize MicrotubuleTorus with InstancedMesh#72
jason420247 wants to merge 1 commit into
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optimize-microtubule-torus-instanced-mesh-2277897810227859063

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@jason420247

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💡 What: Replaced individual mesh rendering with InstancedMesh in the MicrotubuleTorus component within QuantumScene.tsx.

🎯 Why: The original implementation rendered 1080 individual meshes (360 + 720), resulting in excessive draw calls. Using InstancedMesh allows these to be rendered in just 2 draw calls (one per component instance).

📊 Measured Improvement: Theoretical reduction from approximately 1082 draw calls (1080 meshes + 2 lights) to approximately 4 draw calls (2 instanced meshes + 2 lights). This represents a >99% reduction in draw call overhead for the scene, significantly improving frame times and efficiency.

Key Implementation Details:

  • Utilized THREE.InstancedMesh for efficient batch rendering.
  • Employed a reusable THREE.Object3D for matrix transformations within the useFrame loop to minimize garbage collection overhead.
  • Added key={count} to ensure the InstancedMesh remounts and reallocates its internal buffers if the instance count changes.
  • Set frustumCulled={false} to ensure instances remain visible during animations without the need for manual bounding box updates.
  • Exported MicrotubuleTorus for improved modularity and testability.

PR created automatically by Jules for task 2277897810227859063 started by @jason420247

Replaced individual mesh rendering with InstancedMesh to reduce draw calls
from ~1082 to ~4. Implemented matrix reuse and proper instance count
handling.

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

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