--- name: particles-gpu description: GPU-based particle systems using instanced rendering, buffer attributes, Points geometry, and custom shaders. Use when rendering thousands to millions of particles efficiently, creating particle effects like snow, rain, stars, or abstract visualizations. --- # GPU Particles Render massive particle counts (10k-1M+) efficiently using GPU instancing and custom shaders. ## Quick Start ```tsx import { useRef, useMemo } from 'react'; import { useFrame } from '@react-three/fiber'; import * as THREE from 'three'; function Particles({ count = 10000 }) { const points = useRef(null!); const positions = useMemo(() => { const pos = new Float32Array(count * 3); for (let i = 0; i < count; i++) { pos[i * 3] = (Math.random() - 0.5) * 10; pos[i * 3 + 1] = (Math.random() - 0.5) * 10; pos[i * 3 + 2] = (Math.random() - 0.5) * 10; } return pos; }, [count]); return ( ); } ``` ## Rendering Approaches | Approach | Particle Count | Complexity | Use Case | |----------|---------------|------------|----------| | Points | 10k - 500k | Low | Simple particles, stars | | Instanced Mesh | 1k - 100k | Medium | 3D geometry particles | | Custom Shader | 100k - 10M | High | Maximum control | ## Points Geometry Simplest approach—each particle is a screen-facing point sprite. ### Basic Points ```tsx function BasicPoints({ count = 5000 }) { const positions = useMemo(() => { const pos = new Float32Array(count * 3); for (let i = 0; i < count; i++) { const theta = Math.random() * Math.PI * 2; const phi = Math.acos(2 * Math.random() - 1); const r = Math.cbrt(Math.random()) * 5; pos[i * 3] = r * Math.sin(phi) * Math.cos(theta); pos[i * 3 + 1] = r * Math.sin(phi) * Math.sin(theta); pos[i * 3 + 2] = r * Math.cos(phi); } return pos; }, [count]); return ( ); } ``` ### Points with Texture ```tsx function TexturedPoints({ count = 5000 }) { const texture = useTexture('/particle.png'); return ( {/* ... positions ... */} ); } ``` ## Custom Attributes Add per-particle data like color, size, velocity: ```tsx function ColoredParticles({ count = 10000 }) { const { positions, colors, sizes } = useMemo(() => { const pos = new Float32Array(count * 3); const col = new Float32Array(count * 3); const siz = new Float32Array(count); for (let i = 0; i < count; i++) { // Position pos[i * 3] = (Math.random() - 0.5) * 10; pos[i * 3 + 1] = (Math.random() - 0.5) * 10; pos[i * 3 + 2] = (Math.random() - 0.5) * 10; // Color (HSL to RGB) const color = new THREE.Color(); color.setHSL(Math.random(), 0.8, 0.5); col[i * 3] = color.r; col[i * 3 + 1] = color.g; col[i * 3 + 2] = color.b; // Size siz[i] = 0.05 + Math.random() * 0.1; } return { positions: pos, colors: col, sizes: siz }; }, [count]); return ( ); } ``` ## Custom Shader Particles Maximum control over particle appearance and animation: ```tsx const vertexShader = ` attribute float aSize; attribute vec3 aColor; attribute float aAlpha; uniform float uTime; uniform float uPixelRatio; varying vec3 vColor; varying float vAlpha; void main() { vColor = aColor; vAlpha = aAlpha; vec4 mvPosition = modelViewMatrix * vec4(position, 1.0); // Size attenuation gl_PointSize = aSize * uPixelRatio * (300.0 / -mvPosition.z); gl_Position = projectionMatrix * mvPosition; } `; const fragmentShader = ` varying vec3 vColor; varying float vAlpha; void main() { // Circular particle float dist = length(gl_PointCoord - 0.5); if (dist > 0.5) discard; // Soft edge float alpha = 1.0 - smoothstep(0.4, 0.5, dist); gl_FragColor = vec4(vColor, alpha * vAlpha); } `; function ShaderParticles({ count = 50000 }) { const points = useRef(null!); const { positions, sizes, colors, alphas } = useMemo(() => { const pos = new Float32Array(count * 3); const siz = new Float32Array(count); const col = new Float32Array(count * 3); const alp = new Float32Array(count); for (let i = 0; i < count; i++) { pos[i * 3] = (Math.random() - 0.5) * 20; pos[i * 3 + 1] = (Math.random() - 0.5) * 20; pos[i * 3 + 2] = (Math.random() - 0.5) * 20; siz[i] = 10 + Math.random() * 20; const color = new THREE.Color(); color.setHSL(0.6 + Math.random() * 0.2, 0.8, 0.5); col[i * 3] = color.r; col[i * 3 + 1] = color.g; col[i * 3 + 2] = color.b; alp[i] = 0.3 + Math.random() * 0.7; } return { positions: pos, sizes: siz, colors: col, alphas: alp }; }, [count]); useFrame(({ clock }) => { points.current.material.uniforms.uTime.value = clock.elapsedTime; }); return ( ); } ``` ## Animated Particles ### Position Animation in Shader ```glsl // Vertex shader with animation attribute vec3 aVelocity; attribute float aPhase; uniform float uTime; void main() { vec3 pos = position; // Simple oscillation pos.y += sin(uTime * 2.0 + aPhase) * 0.5; // Velocity-based movement pos += aVelocity * uTime; // Wrap around bounds pos = mod(pos + 10.0, 20.0) - 10.0; vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0); gl_PointSize = 10.0 * (300.0 / -mvPosition.z); gl_Position = projectionMatrix * mvPosition; } ``` ### CPU Animation (for dynamic systems) ```tsx function AnimatedParticles({ count = 10000 }) { const points = useRef(null!); const velocities = useMemo(() => { const vel = new Float32Array(count * 3); for (let i = 0; i < count; i++) { vel[i * 3] = (Math.random() - 0.5) * 0.02; vel[i * 3 + 1] = (Math.random() - 0.5) * 0.02; vel[i * 3 + 2] = (Math.random() - 0.5) * 0.02; } return vel; }, [count]); useFrame(() => { const positions = points.current.geometry.attributes.position.array as Float32Array; for (let i = 0; i < count; i++) { positions[i * 3] += velocities[i * 3]; positions[i * 3 + 1] += velocities[i * 3 + 1]; positions[i * 3 + 2] += velocities[i * 3 + 2]; // Wrap around for (let j = 0; j < 3; j++) { if (positions[i * 3 + j] > 5) positions[i * 3 + j] = -5; if (positions[i * 3 + j] < -5) positions[i * 3 + j] = 5; } } points.current.geometry.attributes.position.needsUpdate = true; }); // ... geometry setup } ``` ## Instanced Mesh Particles For 3D geometry particles (not just points): ```tsx function InstancedParticles({ count = 1000 }) { const mesh = useRef(null!); const dummy = useMemo(() => new THREE.Object3D(), []); useEffect(() => { for (let i = 0; i < count; i++) { dummy.position.set( (Math.random() - 0.5) * 10, (Math.random() - 0.5) * 10, (Math.random() - 0.5) * 10 ); dummy.rotation.set( Math.random() * Math.PI, Math.random() * Math.PI, 0 ); dummy.scale.setScalar(0.05 + Math.random() * 0.1); dummy.updateMatrix(); mesh.current.setMatrixAt(i, dummy.matrix); } mesh.current.instanceMatrix.needsUpdate = true; }, [count, dummy]); useFrame(({ clock }) => { for (let i = 0; i < count; i++) { mesh.current.getMatrixAt(i, dummy.matrix); dummy.matrix.decompose(dummy.position, dummy.quaternion, dummy.scale); dummy.rotation.x += 0.01; dummy.rotation.y += 0.01; dummy.updateMatrix(); mesh.current.setMatrixAt(i, dummy.matrix); } mesh.current.instanceMatrix.needsUpdate = true; }); return ( ); } ``` ## Buffer Geometry Patterns ### Sphere Distribution ```tsx function spherePositions(count: number, radius: number) { const positions = new Float32Array(count * 3); for (let i = 0; i < count; i++) { const theta = Math.random() * Math.PI * 2; const phi = Math.acos(2 * Math.random() - 1); const r = Math.cbrt(Math.random()) * radius; // Cube root for uniform volume positions[i * 3] = r * Math.sin(phi) * Math.cos(theta); positions[i * 3 + 1] = r * Math.sin(phi) * Math.sin(theta); positions[i * 3 + 2] = r * Math.cos(phi); } return positions; } ``` ### Galaxy Spiral ```tsx function galaxyPositions(count: number, arms: number, spin: number) { const positions = new Float32Array(count * 3); for (let i = 0; i < count; i++) { const armIndex = i % arms; const armAngle = (armIndex / arms) * Math.PI * 2; const radius = Math.random() * 5; const spinAngle = radius * spin; const angle = armAngle + spinAngle; // Add randomness const randomX = (Math.random() - 0.5) * 0.5 * radius; const randomY = (Math.random() - 0.5) * 0.2; const randomZ = (Math.random() - 0.5) * 0.5 * radius; positions[i * 3] = Math.cos(angle) * radius + randomX; positions[i * 3 + 1] = randomY; positions[i * 3 + 2] = Math.sin(angle) * radius + randomZ; } return positions; } ``` ### Grid Distribution ```tsx function gridPositions(countPerAxis: number, spacing: number) { const count = countPerAxis ** 3; const positions = new Float32Array(count * 3); const offset = (countPerAxis - 1) * spacing * 0.5; let index = 0; for (let x = 0; x < countPerAxis; x++) { for (let y = 0; y < countPerAxis; y++) { for (let z = 0; z < countPerAxis; z++) { positions[index * 3] = x * spacing - offset; positions[index * 3 + 1] = y * spacing - offset; positions[index * 3 + 2] = z * spacing - offset; index++; } } } return positions; } ``` ## Performance Tips | Technique | Impact | |-----------|--------| | Use Points over InstancedMesh | 5-10x faster for simple particles | | GPU animation (shader) vs CPU | 10-100x faster at scale | | Disable depthWrite | Faster blending | | Use Float32Array | Required for buffers | | Frustum culling (default on) | Skip off-screen | ### Optimal Settings ```tsx ``` ## File Structure ``` particles-gpu/ ├── SKILL.md ├── references/ │ ├── buffer-patterns.md # Distribution patterns │ └── shader-examples.md # Complete shader examples └── scripts/ ├── particles/ │ ├── basic-points.tsx # Simple points setup │ ├── shader-points.tsx # Custom shader particles │ └── instanced.tsx # Instanced mesh particles └── distributions/ ├── sphere.ts # Sphere distribution ├── galaxy.ts # Galaxy spiral └── grid.ts # Grid distribution ``` ## Reference - `references/buffer-patterns.md` — Position distribution patterns - `references/shader-examples.md` — Complete particle shaders