THREE.JS / FOUNDATIONS 121
A frame is a graph.
The scene stays constant while the renderer swaps between a direct frame, a WebGPU node pipeline, and a WebGL ping-pong composer.
Initializing
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Preparing the selected render pipeline.
- backend
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- architecture
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- chain
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- GPU query
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Pipeline matrixreloads structural choices
Measured framewaiting
- CPU frames
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- CPU avg
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- CPU p95
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- GPU samples
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- GPU avg
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- GPU p95
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Run the sample after warm-up. GPU values are asynchronous WebGPU inspector results.
Ownership and scopewaiting
- target
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- targets
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- render contexts
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- draw calls
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A PassNode owns its render target; EffectComposer owns read/write buffers.
The visual effect is intentionally secondary. The lesson is ownership: PassNode/RenderPipeline on WebGPU, ordered EffectComposer passes on WebGL2, and OutputPass at the color-management boundary.
Compare attachment graphs next →LAB 121 / PIPELINE INSPECTOR