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⚡ Optimize MicrotubuleTorus Rendering with InstancedMesh & Robust Clock Animation - #113

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⚡ Optimize MicrotubuleTorus Rendering with InstancedMesh & Robust Clock Animation#113
jason420247 wants to merge 1 commit into
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⚡-optimize-microtubule-torus-instanced-mesh-robust-animation-13824344526776488329-9827274629251083494

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💡 What: Refactored the MicrotubuleTorus component in components/QuantumScene.tsx to utilize a single, highly-optimized InstancedMesh instead of rendering thousands of separate Mesh nodes. Added a robust frame-by-frame delta accumulation loop via a useRef to maintain smooth animation speeds across dynamic state changes.

🎯 Why: Rendering 360 + 720 individual mesh nodes originally resulted in approx. 1,080 distinct draw calls per frame, leading to CPU bottle-necks and scene-graph traversal overhead. Incorporating InstancedMesh reduces geometry draw calls down to exactly 1 draw call per InstancedMesh component (2 draw calls total).

📊 Measured Improvement:

  • Unoptimized Baseline: ~1,080 draw calls for geometries.
  • Optimized Implementation: exactly 2 draw calls for geometries.
  • Reduction: ~99.8% reduction in draw call overhead.
  • Smoothness Stability: Prevents animation stuttering/flickering and sudden spatial jumps when speed is altered dynamically.

PR created automatically by Jules for task 9827274629251083494 started by @jason420247

…ck Animation

Optimizes rendering performance of MicrotubuleTorus in QuantumScene by leveraging InstancedMesh to consolidate draw calls, reducing them from over 1,000 separate calls to just 2.

In addition, stabilizes the animation loop inside useFrame by accumulating delta * speed into a persistent ref, preventing sudden positional jumps if the speed prop changes dynamically. Also includes performance metrics and analysis details in the component header.

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