THREE.JS / WEBGL / BATCHEDMESH / BVH / LOD

Half a million, one draw.

The pinned example combines BatchedMesh, five geometry LODs, radix sorting, BLAS/TLAS BVHs, accelerated raycasting, and 500,000 instances. This route preserves that full topology and exposes the source toggles as explicit controls.

Initializing—

Generating ten source geometries and their LOD chains.

instances
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geometries
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LODs
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BVH
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LOD path
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hovered
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sample
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frame
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sort
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Selected source contractWebGLRenderer → BatchedMesh(500,000) → 10 geometry IDs × 5 LODs → BLAS/TLAS BVH → accelerated raycast

All 500,000 instances remain in the default path. The source uses external batch-extension, simplify-geometry, BVH, and meshoptimizer packages pinned into this lab; exact random placement, Stats/GUI presentation, and whole-example fidelity remain separate.

Derived from the pinned WebGL Batch LOD BVH example. Move the pointer over the canvas to exercise accelerated instance raycasting.