Is there a more efficient method in ThreeJS to generate and display a lush woodland filled with unique trees?

I am facing the challenge of rendering a vast forest comprised of over 100,000 simplistic trees in ThreeJS. It is not feasible to create individual meshes for each tree. Currently, I am using GeometryUtils.merge to combine the trees into one large geometry to reduce the number of draw calls, which has been effective. However, as the number of trees approaches 100k, it starts to slow down. I am looking for ways to further optimize performance, possibly by implementing additional optimizations that could potentially increase performance by 10 times or more.

Below is the code snippet, and I have also included a JSFiddle showcasing my current approach: http://jsfiddle.net/RLtNL/

// Definition of tree geometry (two intersecting y-perpendicular triangles)
var triangle = new THREE.Shape();
triangle.moveTo(5, 0);
triangle.lineTo(0, 12);
triangle.lineTo(-5, 0);
triangle.lineTo(5, 0);
var tree_geometry1 = new THREE.ShapeGeometry(triangle);

var matrix = new THREE.Matrix4();
var tree_geometry2 = new THREE.ShapeGeometry(triangle);
tree_geometry2.applyMatrix(matrix.makeRotationY(Math.PI / 2));

// Tree material
var basic_material = new THREE.MeshBasicMaterial({color: 0x14190f});
basic_material.color = new THREE.Color(0x14190f);
basic_material.side = THREE.DoubleSide;

// Merge into a single giant geometry for maximum efficiency
var forest_geometry = new THREE.Geometry();
var dummy = new THREE.Mesh();
for (var i = 0; i < 1000; i++) 
{
    dummy.position.x = Math.random() * 1000 - 500;
    dummy.position.z = Math.random() * 1000 - 500;
    dummy.position.y = 0;

    dummy.geometry = tree_geometry1;
    THREE.GeometryUtils.merge(forest_geometry, dummy);

    dummy.geometry = tree_geometry2;
    THREE.GeometryUtils.merge(forest_geometry, dummy);
}

// Create mesh and add it to the scene
var forest_mesh = new THREE.Mesh(forest_geometry, basic_material);
scene.add(forest_mesh);

Does anyone have any suggestions for additional techniques to enhance the loading and rendering speed of this forest?

Answer №1

One creative solution could be utilizing billboards to represent the trees in your scene. Billboards' 2D nature aligns well with the requirements of this particular issue. By designing a simple png tree texture with transparency and incorporating each tree as a PointCloud object, you can achieve the desired effect - view more details at

Typically, most entry-level graphics cards are capable of rendering upwards of 10,000 billboard objects without experiencing a decrease in performance. I have made modifications to your code by adopting the billboards technique (adjusting the tree count to 10,000 and utilizing a tree texture that is 100 pixels in height): http://jsfiddle.net/wayfarer_boy/RLtNL/8/ - an excerpt of the updated code is provided below:

geometry = new THREE.Geometry();
sprite = new THREE.Texture(image);
sprite.needsUpdate = true;
for (var i = 0; i < 10000; i++) {
    var vertex = new THREE.Vector3();
    vertex.x = Math.random() * 1000 - 500;
    vertex.y = 0;
    vertex.z = Math.random() * 1000 - 500;
    geometry.vertices.push(vertex);
}
material = new THREE.PointCloudMaterial({
    size: 50,
    sizeAttenuation: true,
    map: sprite,
    transparent: true,
    alphaTest: 0.5
});
particles = new THREE.PointCloud(geometry, material);
// particles.sortParticles = true;
// Removed line above and using material.alphaTest instead
// Thanks @WestLangley
scene.add(particles);
renderer = new THREE.WebGLRenderer({
    clearAlpha: 1,
    alpha: true
});

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