three-virtual-geometry 0.0.0-stage → 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AGENTS.md +65 -0
- package/LICENSE +23 -0
- package/README.md +165 -2
- package/THIRD_PARTY_NOTICES.md +42 -0
- package/dist/bake.mjs +1378 -0
- package/dist/core/constants.d.ts +27 -0
- package/dist/core/import/fromObject3D.d.ts +116 -0
- package/dist/core/import/toNodeMaterial.d.ts +10 -0
- package/dist/core/io/cache.d.ts +32 -0
- package/dist/core/io/serialize.d.ts +21 -0
- package/dist/core/preprocess/buildVirtualMesh.d.ts +105 -0
- package/dist/core/preprocess/partition.d.ts +16 -0
- package/dist/core/preprocess/voxelProxy.d.ts +30 -0
- package/dist/core/runtime/GeometryPool.d.ts +219 -0
- package/dist/core/runtime/OcclusionCulling.d.ts +100 -0
- package/dist/core/runtime/VirtualGeometry.d.ts +201 -0
- package/dist/core/runtime/VirtualMesh.d.ts +93 -0
- package/dist/core/runtime/cut.d.ts +50 -0
- package/dist/core/runtime/vgMaterial.d.ts +33 -0
- package/dist/index.d.ts +35 -0
- package/dist/index.js +2470 -0
- package/dist/index.js.map +1 -0
- package/dist/source.d.ts +34 -0
- package/dist/three-virtual-geometry.all.min.js +585 -0
- package/dist/three-virtual-geometry.all.min.js.map +6 -0
- package/dist/three-virtual-geometry.min.js +7 -0
- package/dist/three-virtual-geometry.min.js.map +6 -0
- package/docs/public/llms.txt +101 -0
- package/package.json +87 -4
package/AGENTS.md
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# AGENTS.md
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Guidance for AI coding agents working on this repository. To **use** the library in another project, read
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[docs/public/llms.txt](docs/public/llms.txt) instead.
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## What this is
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three-virtual-geometry: virtual geometry (a cluster LOD hierarchy with GPU-driven selection and culling) for
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three.js WebGPU, written in TypeScript with TSL compute shaders. An independent implementation, not affiliated with
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Epic Games. Do not copy code from, or describe this as derived from, any proprietary engine.
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## Commands
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```bash
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npm install
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npm run dev # demo at http://localhost:8090 (?scene=ruins|map|world|import|stress|test)
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npm test # vitest: DAG invariants, partitioner, serialization, import grouping (Node, no GPU)
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npm run typecheck # tsc --noEmit
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npm run build # library (dist/index.js + .d.ts) and the vg-bake CLI (dist/bake.mjs)
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npm run build:demo # demo into dist-demo/
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npm run docs:dev # VitePress docs site; the embedded demo player (/live) loads the demo from `npm run dev`
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npm run bench # uncapped FPS of every demo scene in Chrome (Playwright) -> docs/benchmarks.json
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```
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GPU code can only be checked in a WebGPU browser. After runtime changes, load the demo scenes and check the console
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for WebGPU validation errors and the HUD for `overflow`.
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## Layout
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| Path | Role |
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| --- | --- |
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| `src/index.ts` | Public API. Everything users import is re-exported here. |
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| `src/source.ts` | `fromBufferGeometry`, `mergeSources`: three.js geometry to a welded `VirtualMeshSource`. |
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| `src/core/preprocess/buildVirtualMesh.ts` | Builds the cluster DAG (meshoptimizer clusterize and simplify, with locked borders). |
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| `src/core/preprocess/partition.ts` | Groups meshlets by shared edges. |
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| `src/core/preprocess/voxelProxy.ts` | Voxel proxy surfaces for coarse levels of aggregate geometry. |
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| `src/core/io/serialize.ts` | `.vgeo` binary format. |
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| `src/core/io/cache.ts` | IndexedDB build cache. Bump `VG_BUILD_VERSION` when build output changes. |
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| `src/core/runtime/VirtualGeometry.ts` | Context: settings, pools, per-frame update, stats, threshold controller. |
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| `src/core/runtime/GeometryPool.ts` | Shared buffers for many meshes and the compute passes (cells, instances, meshlets, prefix, expand). |
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| `src/core/runtime/VirtualMesh.ts` | A three.js `Mesh` that draws its region of a pool with an indirect draw. |
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| `src/core/runtime/OcclusionCulling.ts` | Depth pre-pass, hierarchical depth buffer, automatic on/off tuning. |
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| `src/core/runtime/vgMaterial.ts` | `vgUv`, `vgTexture` and material rewiring. |
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| `src/core/runtime/cut.ts` | CPU reference of the GPU selection, used by tests. |
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| `src/core/import/` | `vg.add()`: grouping an `Object3D` into instanced meshes, material conversion. |
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| `scripts/bake.ts` | The `vg-bake` CLI. |
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| `examples/` | Demo app (Vite root). Scenes are generated procedurally in `examples/demo/`. |
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| `docs/` | VitePress site, deployed with the demo to GitHub Pages. |
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## Invariants
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- A meshlet is drawn when `projectedError <= threshold < projectedParentError`. Errors must grow monotonically up
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the DAG; `tests/preprocess.test.ts` checks it. Breaking it causes holes or overlaps.
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- Meshlets have at most 128 triangles (`MAX_MESHLET_TRIANGLES`); the draw index encodes `slot << 7 | local`.
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- Storage-buffer bindings must stay under 128 MB: pools cap their buffers by `maxPoolBytes`.
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- In compute shaders, `workgroupBarrier()` must be reached in uniform control flow: no early return before it.
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- If the build output changes, bump `VG_BUILD_VERSION` and update the fingerprint in `tests/buildversion.test.ts`.
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## Conventions
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- TypeScript, 2-space indentation, single quotes. Keep the public API small and stable, and document new options in
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`docs/` and `llms.txt`.
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- The engine decides how to render, never what: new optimizations must be automatic with an opt-out setting, not
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something users must call.
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- Use three.js and meshoptimizer for what they already do instead of reimplementing it.
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package/LICENSE
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MIT License
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Copyright (c) 2026 Elad Ben-Haim
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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Portions of this software are derived from nanite-webgpu; see THIRD_PARTY_NOTICES.md.
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package/README.md
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#
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# three-virtual-geometry
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**Virtual geometry for three.js WebGPU.** Put in your models at full detail. The engine draws only the triangles
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you can see: about one per pixel, wherever you are.
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[**Live demo**](https://elad12390.github.io/three-virtual-geometry/live) ·
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[**Docs**](https://elad12390.github.io/three-virtual-geometry/) ·
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[API](https://elad12390.github.io/three-virtual-geometry/api) ·
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[Use it from a CDN](#use-it-from-a-cdn-no-build-step) ·
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[Set it up with your AI agent](#set-it-up-with-your-ai-agent)
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**Measured results** (uncapped, no vsync, shadows on; MacBook Pro with an M4 Pro, Chrome 154):
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- **5.7 billion triangles** in the ruins scene at **160 to 230 FPS** at 1080p, and 103 to 158 FPS at 4K.
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- **37.5 billion triangles in 3 million instances** (a 6 km world) at **147 to 150 FPS** at 1080p.
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- **1 million instances** (39.5 billion triangles) at **177 FPS** or more at 1080p.
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- **Over 100 FPS in every scene and camera view, even at 4K**, with at most 0.6 ms of CPU time per frame.
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| | |
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| --- | --- |
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- **One line to adopt.** `await vg.add(gltf.scene)` converts every static mesh, with its materials and textures.
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- **Billions of triangles.** The ruins scene holds 5.7 billion and draws 7 to 9 million a frame, at 160 to 230 FPS
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at 1080p on a MacBook Pro (M4 Pro).
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- **No visible LOD switching.** Detail changes cluster by cluster, below one pixel of error. No hand-made LODs.
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- **GPU-driven.** Frustum, size and occlusion culling and level selection run in compute shaders. One draw call
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per mesh, millions of instances.
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- **Everything three.js.** Node materials, lights, shadows, fog and tone mapping work unchanged.
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## Benchmarks
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Uncapped frame rates (no vsync) on a MacBook Pro with an M4 Pro, Chrome 154, 1 px error threshold, shadows on.
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Ranges span several camera views per scene. [Details and how to run them](https://elad12390.github.io/three-virtual-geometry/guide/performance#benchmarks):
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`npm run bench`.
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| Scene | Full-detail triangles | Instances | Drawn per frame | FPS at 1080p | FPS at 4K |
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| --- | --- | --- | --- | --- | --- |
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| Ruins | 5.7B | 113k | 6.5M – 9.0M | 160 – 230 | 103 – 158 |
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| World (6 km) | 37.5B | 3.0M | 8.3M – 9.1M | 147 – 150 | 101 – 120 |
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| Valley (2 km) | 1.1B | 152k | 3.1M – 8.6M | 159 – 329 | 109 – 203 |
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| glTF import | 5.1M | 12k | 0.5M – 0.6M | 941 – 964 | 468 – 516 |
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| Stress, 1M instances | 39.5B | 1.0M | 0.6M – 8.4M | 177 – 1,404 | 154 – 696 |
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## Install
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```bash
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npm install three-virtual-geometry three
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```
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Needs three.js r180+ and a browser with WebGPU (Chrome or Edge 113+, Safari 26+, Firefox 141+ on Windows).
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### Use it from a CDN (no build step)
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No npm needed: one import in a plain HTML file. The all-in-one build includes three.js, `GLTFLoader`,
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`OrbitControls` and `RoomEnvironment`:
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```html
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<script type="module">
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import { THREE, VirtualGeometry, GLTFLoader } from
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'https://cdn.jsdelivr.net/npm/three-virtual-geometry@0.1/dist/three-virtual-geometry.all.min.js';
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// ... same code as below, with THREE from this import
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</script>
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```
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Already using three.js on the page? The minimal build (`dist/three-virtual-geometry.min.js`) leaves three.js out and
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uses yours through an import map. The [CDN guide](https://elad12390.github.io/three-virtual-geometry/guide/cdn)
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has complete pages for both, every line explained.
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## Use it
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```ts
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import * as THREE from 'three/webgpu';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { VirtualGeometry } from 'three-virtual-geometry';
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const renderer = new THREE.WebGPURenderer({ antialias: true });
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await renderer.init();
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const vg = new VirtualGeometry();
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const gltf = await new GLTFLoader().loadAsync('level.glb');
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await vg.add(gltf.scene); // every static mesh becomes virtual geometry, in place
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scene.add(gltf.scene);
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renderer.setAnimationLoop(() => renderer.render(scene, camera)); // render as usual
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```
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That's the whole integration. Repeated props are instanced automatically, builds are cached in the browser, and
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level of detail and culling run before every render. Everything else is an optional lever:
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```ts
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vg.errorThreshold.value = 1.5; // coarser and faster (pixels of error, default 1)
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vg.triangleBudget = 6_000_000; // or adapt detail to a budget (off by default)
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grass.maxDrawDistance = 400; // per mesh: stop drawing small clutter far away
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```
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Geometry made in code works too:
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```ts
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const data = await buildVirtualMeshCached(fromBufferGeometry(geometry));
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scene.add(vg.createMesh(data, material, { matrices })); // 16 floats per instance
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```
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See the [guide](https://elad12390.github.io/three-virtual-geometry/guide/getting-started) for importing,
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instancing, settings, baking `.vgeo` files with `npx vg-bake`, and performance tips.
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## Set it up with your AI agent
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Paste this into Claude Code, Cursor, Copilot or any coding agent, in your project:
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```text
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Add three-virtual-geometry (https://github.com/elad12390/three-virtual-geometry) to this project so that every
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static mesh is rendered as virtual geometry. Read https://elad12390.github.io/three-virtual-geometry/llms.txt first.
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Install it, make sure the renderer is THREE.WebGPURenderer from 'three/webgpu' (await renderer.init()), create one
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VirtualGeometry, and call await vg.add(model) for each loaded model before adding it to the scene. Keep the render
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loop, materials, lights and shadows as they are. Run the app and confirm there are no console errors.
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```
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[More on agent setup](https://elad12390.github.io/three-virtual-geometry/guide/ai-agents) · [llms.txt](docs/public/llms.txt)
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· [AGENTS.md](AGENTS.md) (for agents working on this repository).
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## How it works
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Each mesh is split into clusters of up to 128 triangles, which are grouped, simplified with locked borders, and
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split again, level by level, into a hierarchy where every cluster knows its own error and its parent's. Every frame,
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compute shaders pick, per instance and per cluster, the version whose error projects to under a pixel. Because
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errors grow monotonically up the hierarchy, the selection never has cracks. Many meshes share pooled buffers, so
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the per-frame cost doesn't grow with the number of unique meshes.
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[Read more](https://elad12390.github.io/three-virtual-geometry/guide/how-it-works).
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## Run the demos locally
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```bash
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git clone https://github.com/elad12390/three-virtual-geometry && cd three-virtual-geometry
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npm install
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npm run dev # http://localhost:8090/?scene=ruins (also map, world, import, stress, test)
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npm test # build invariants, partitioner, file format and import tests (Node)
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```
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## Limitations
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- Static meshes (no skinning or morph targets); instances can move. Skinned meshes are left as normal three.js meshes.
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- One UV channel. Hardware rasterization only (no software rasterizer for pixel-sized triangles).
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- Occlusion culling needs a perspective camera with standard depth; it turns itself off otherwise.
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## About this project
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This is an independent, open-source implementation of *virtual geometry* (a cluster LOD hierarchy selected per
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frame on the GPU), the rendering technique popularized by Nanite. It is written from scratch in TypeScript for
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three.js, based on public descriptions of the technique and on the MIT-licensed
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[nanite-webgpu](https://github.com/Scthe/nanite-webgpu) by Marcin Matuszczyk.
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- It contains no source code, shaders, binaries or assets from Epic Games or their engine, and nothing in it is
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derived from their code or compiled code.
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- It is not affiliated with, endorsed by or sponsored by Epic Games, Inc. "Nanite" is a trademark of Epic Games,
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Inc., used here only to name the technique.
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+
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161
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+
Built on [three.js](https://threejs.org) and [meshoptimizer](https://github.com/zeux/meshoptimizer). The demo's
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cars are the [Kenney Car Kit](https://kenney.nl/assets/car-kit) (CC0). See [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md).
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## License
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[MIT](LICENSE) © 2026 Elad Ben-Haim
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@@ -0,0 +1,42 @@
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1
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# Third-party notices
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2
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+
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3
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+
## nanite-webgpu
|
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4
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+
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5
|
+
Parts of the mesh preprocessing (`src/nanite/preprocess/buildNaniteMesh.ts`) and of the GPU culling
|
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6
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pipeline (`src/nanite/runtime/NaniteMesh.ts`) were ported from
|
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7
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+
[nanite-webgpu](https://github.com/Scthe/nanite-webgpu) and have since been substantially rewritten.
|
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8
|
+
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9
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+
```
|
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10
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+
The MIT License (MIT)
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11
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+
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12
|
+
Copyright (c) 2024 Marcin Matuszczyk
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13
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+
|
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14
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+
Permission is hereby granted, free of charge, to any person obtaining a copy
|
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15
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+
of this software and associated documentation files (the "Software"), to deal
|
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16
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+
in the Software without restriction, including without limitation the rights
|
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17
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+
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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18
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+
copies of the Software, and to permit persons to whom the Software is
|
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|
+
furnished to do so, subject to the following conditions:
|
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20
|
+
|
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21
|
+
The above copyright notice and this permission notice shall be included in all
|
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|
+
copies or substantial portions of the Software.
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23
|
+
|
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24
|
+
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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+
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
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26
|
+
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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27
|
+
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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28
|
+
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
29
|
+
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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|
+
SOFTWARE.
|
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31
|
+
```
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32
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+
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33
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## Runtime dependencies
|
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34
|
+
|
|
35
|
+
`three` and `meshoptimizer` are npm dependencies (both MIT) and are not vendored here; their licenses
|
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+
ship with their packages.
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|
+
|
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38
|
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## Demo assets (not part of the npm package)
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39
|
+
|
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40
|
+
`examples/public/models/kenney-car-kit/`: [Car Kit](https://kenney.nl/assets/car-kit) by Kenney (www.kenney.nl),
|
|
41
|
+
CC0 1.0 Universal (public domain). See `License.txt` in that folder. All other demo scenes are generated
|
|
42
|
+
procedurally in code.
|