What are the best methods for improving the rendering performance of multiple sphereGeometry objects in three.js?

Looking to improve the rendering performance of sphereGeometry in my three.js program, as it is currently a bottleneck. Here is the JavaScript code I am using:

var sphereThree = [];
for(var idSphere = 0; idSphere < numSphere; idSphere++){
    var sphereGeometry = new THREE.SphereGeometry(1.0);
    var sphereMaterial = new THREE.MeshLambertMaterial({color: 'rgb(255, 0, 0)'});

    sphereThree[idSphere] = new THREE.Mesh(sphereGeometry, sphereMaterial);

    sphereThree[idSphere].position.x = x[idSphere];
    sphereThree[idSphere].position.y = y[idSphere];
    sphereThree[idSphere].position.z = z[idSphere];

    scene.add(sphereThree[idSphere]);
}

After reading through the following resources:
- Animateing a Million Letters Using Three.js
- Optimizing Three.js Performance: Simulating Tens of Thousands of Independent Moving Objects
I learned that grouping similar objects together for rendering optimization is recommended. However, as a beginner, I am unsure how to implement this optimization technique specifically with SphereGeometry.

If anyone has experience with optimizing rendering performance using SphereGeometry, or knows an efficient method for rendering a large number (10,000 or more) of spheres, I would greatly appreciate any guidance or advice.

Thank you!

Answer №1

To simplify the process, you can utilize the existing geometry and material as shown below:

var boxGeometry = new THREE.BoxGeometry(2.0, 2.0, 2.0);
var boxMaterial = new THREE.MeshPhongMaterial({color: 'rgb(0, 255, 0)'});

var boxObjects = [];
for(var idBox = 0; idBox < numBoxes; idBox++){
    boxObjects[idBox] = new THREE.Mesh(boxGeometry, boxMaterial);

    boxObjects[idBox].position.x = posX[idBox];
    boxObjects[idBox].position.y = posY[idBox];
    boxObjects[idBox].position.z = posZ[idBox];

    scene.add(boxObjects[idBox]);
}

Answer №2

If the appearance of the spheres is not a priority, consider adjusting the widthSegments and heightSegments parameters to values lower than the defaults for optimization purposes. Refer to the documentation here.

Basically, you can do something like this:

var sphereGeometry = new THREE.SphereGeometry(1.0, 5, 4);

Update I should also add that this optimization should be implemented after trying mrdoob's suggestion for better performance. However, the speed improvement may not be significant.

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