AgentSkillsCN

particles-gpu

基于 GPU 的粒子系统,采用实例化渲染、缓冲区属性、Points 几何体以及自定义着色器技术。当您需要高效渲染成千上万甚至数百万个粒子,或希望打造雪景、雨滴、繁星,或是抽象视觉效果时,可选用此方案。

SKILL.md
--- frontmatter
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<THREE.Points>(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 (
    <points ref={points}>
      <bufferGeometry>
        <bufferAttribute
          attach="attributes-position"
          count={count}
          array={positions}
          itemSize={3}
        />
      </bufferGeometry>
      <pointsMaterial size={0.05} color="#ffffff" />
    </points>
  );
}

Rendering Approaches

ApproachParticle CountComplexityUse Case
Points10k - 500kLowSimple particles, stars
Instanced Mesh1k - 100kMedium3D geometry particles
Custom Shader100k - 10MHighMaximum 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>
      <bufferGeometry>
        <bufferAttribute
          attach="attributes-position"
          count={count}
          array={positions}
          itemSize={3}
        />
      </bufferGeometry>
      <pointsMaterial
        size={0.1}
        sizeAttenuation={true}
        transparent={true}
        opacity={0.8}
        depthWrite={false}
        blending={THREE.AdditiveBlending}
      />
    </points>
  );
}

Points with Texture

tsx
function TexturedPoints({ count = 5000 }) {
  const texture = useTexture("/particle.png");

  return (
    <points>
      <bufferGeometry>{/* ... positions ... */}</bufferGeometry>
      <pointsMaterial
        size={0.5}
        map={texture}
        transparent={true}
        alphaTest={0.01}
        depthWrite={false}
        blending={THREE.AdditiveBlending}
      />
    </points>
  );
}

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 (
    <points>
      <bufferGeometry>
        <bufferAttribute
          attach="attributes-position"
          count={count}
          array={positions}
          itemSize={3}
        />
        <bufferAttribute
          attach="attributes-color"
          count={count}
          array={colors}
          itemSize={3}
        />
        <bufferAttribute
          attach="attributes-size"
          count={count}
          array={sizes}
          itemSize={1}
        />
      </bufferGeometry>
      <pointsMaterial
        vertexColors
        size={0.1}
        sizeAttenuation
        transparent
        depthWrite={false}
      />
    </points>
  );
}

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<THREE.Points>(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 (
    <points ref={points}>
      <bufferGeometry>
        <bufferAttribute
          attach="attributes-position"
          count={count}
          array={positions}
          itemSize={3}
        />
        <bufferAttribute
          attach="attributes-aSize"
          count={count}
          array={sizes}
          itemSize={1}
        />
        <bufferAttribute
          attach="attributes-aColor"
          count={count}
          array={colors}
          itemSize={3}
        />
        <bufferAttribute
          attach="attributes-aAlpha"
          count={count}
          array={alphas}
          itemSize={1}
        />
      </bufferGeometry>
      <shaderMaterial
        vertexShader={vertexShader}
        fragmentShader={fragmentShader}
        uniforms={{
          uTime: { value: 0 },
          uPixelRatio: { value: Math.min(window.devicePixelRatio, 2) },
        }}
        transparent
        depthWrite={false}
        blending={THREE.AdditiveBlending}
      />
    </points>
  );
}

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<THREE.Points>(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<THREE.InstancedMesh>(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 (
    <instancedMesh ref={mesh} args={[undefined, undefined, count]}>
      <icosahedronGeometry args={[1, 0]} />
      <meshStandardMaterial color="#ff6b6b" />
    </instancedMesh>
  );
}

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

TechniqueImpact
Use Points over InstancedMesh5-10x faster for simple particles
GPU animation (shader) vs CPU10-100x faster at scale
Disable depthWriteFaster blending
Use Float32ArrayRequired for buffers
Frustum culling (default on)Skip off-screen

Optimal Settings

tsx
<pointsMaterial
  transparent
  depthWrite={false} // Faster blending
  blending={THREE.AdditiveBlending} // Good for glowing particles
  sizeAttenuation // Perspective-correct size
/>

File Structure

code
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