# \#culling

**URL:** https://discourse.threejs.org/tag/culling/380.md

[Latest](https://discourse.threejs.org/latest.md) · [Categories](https://discourse.threejs.org/categories.md) · [Tags](https://discourse.threejs.org/tags.md)

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## [High-Performance Grass Rendering in Three.js + WebGPU](https://discourse.threejs.org/t/high-performance-grass-rendering-in-three-js-webgpu/94175)

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**Author:** [@Muhammad\_Bilal](https://discourse.threejs.org/u/Muhammad_Bilal)\
**Replies:** 5\
**Last updated:** [October 4, 2026, 7:58am UTC](https://discourse.threejs.org/t/high-performance-grass-rendering-in-three-js-webgpu/94175 "2026-10-04T07:58:57Z")

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After 200+ hours of development, I’m finally sharing the first public demo of Three.js Grassworks, a real-time grass system I’ve been building for Three.js and WebGPU. The demo is now live: Three.js Grassworks is bui…

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## [Three.ez/InstancedMesh2 - Enhanced InstancedMesh with frustum culling, fast raycasting (BVH), sorting, visibility management, LOD, skinning and more](https://discourse.threejs.org/t/three-ez-instancedmesh2-enhanced-instancedmesh-with-frustum-culling-fast-raycasting-bvh-sorting-visibility-management-lod-skinning-and-more/69344)

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**Author:** [@agargaro](https://discourse.threejs.org/u/agargaro)\
**Replies:** 13\
**Last updated:** [September 22, 2026, 5:36pm UTC](https://discourse.threejs.org/t/three-ez-instancedmesh2-enhanced-instancedmesh-with-frustum-culling-fast-raycasting-bvh-sorting-visibility-management-lod-skinning-and-more/69344 "2026-09-22T17:36:05Z")

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Three.ez - InstancedMesh2 Simplify your three.js application development with three.ez! InstancedMesh2 is an alternative version of InstancedMesh with enhanced features for performance an…

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## [High-Performance Instanced Volumetric Fire for Games](https://discourse.threejs.org/t/high-performance-instanced-volumetric-fire-for-games/88112)

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**Author:** [@red-reddington](https://discourse.threejs.org/u/red-reddington)\
**Replies:** 0\
**Last updated:** [November 13, 2025, 10:56pm UTC](https://discourse.threejs.org/t/high-performance-instanced-volumetric-fire-for-games/88112 "2025-11-13T22:56:12Z")

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Extended Masatatsu Nakamura’s THREE.Fire (MIT) with game-focused optimizations supporting thousands of simultaneous fire instances at high framerates. Pleasant visuals strike a sensible balance between realism and perfo…

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## [What does calling InstancedMesh.computeBoundingBox() actually do?](https://discourse.threejs.org/t/what-does-calling-instancedmesh-computeboundingbox-actually-do/86514)

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**Author:** [@torrent](https://discourse.threejs.org/u/torrent)\
**Replies:** 2\
**Last updated:** [August 25, 2025, 5:31am UTC](https://discourse.threejs.org/t/what-does-calling-instancedmesh-computeboundingbox-actually-do/86514 "2025-08-25T05:31:23Z")

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Here is the description for InstancedMesh.computeBoundingBox(): InstancedMesh.computeBoundingBox() Computes the bounding box of the instanced mesh, and updates InstancedMesh.boundingBox. The bounding box is not automa…

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## [\[Performance\] Optimizing 3M Instanced Grass in Three.js](https://discourse.threejs.org/t/performance-optimizing-3m-instanced-grass-in-three-js/81286)

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**Author:** [@wildy13](https://discourse.threejs.org/u/wildy13)\
**Replies:** 9\
**Last updated:** [April 16, 2025, 9:59am UTC](https://discourse.threejs.org/t/performance-optimizing-3m-instanced-grass-in-three-js/81286 "2025-04-16T09:59:11Z")

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Hi all, I’ve read many threads in this forum about grass rendering in Three.js, but I still don’t fully understand how to achieve good performance. Currently, I have: 1 million grass blades, using InstancedMesh my pl…

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## [In three js have Occlusion Culling?](https://discourse.threejs.org/t/in-three-js-have-occlusion-culling/15076)

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**Author:** [@pagongamedev](https://discourse.threejs.org/u/pagongamedev)\
**Replies:** 8\
**Last updated:** [March 25, 2025, 8:56am UTC](https://discourse.threejs.org/t/in-three-js-have-occlusion-culling/15076 "2025-03-25T08:56:09Z")

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in three js have Occlusion Culling ?! look like this.

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## [InstancedMesh LOD - 1 million instances](https://discourse.threejs.org/t/instancedmesh-lod-1-million-instances/70748)

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**Author:** [@agargaro](https://discourse.threejs.org/u/agargaro)\
**Replies:** 4\
**Last updated:** [September 16, 2024, 7:14am UTC](https://discourse.threejs.org/t/instancedmesh-lod-1-million-instances/70748 "2024-09-16T07:14:57Z")

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Hello :slight\_smile: I am implementing the LOD for my InstancedMesh2 library and would like to share with you the first result. In this example there are a million instances (but it’s possible to edit the example), whi…

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## [Performance Issues - Occlusion Culling?](https://discourse.threejs.org/t/performance-issues-occlusion-culling/63511)

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**Author:** [@fujicsso](https://discourse.threejs.org/u/fujicsso)\
**Replies:** 10\
**Last updated:** [April 3, 2024, 1:49pm UTC](https://discourse.threejs.org/t/performance-issues-occlusion-culling/63511 "2024-04-03T13:49:46Z")

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Hey everyone! I have a complex entity based game (TS with threejs and Solidjs) now with a somewhat complex level/scene. It has lots of geometries and animations going on at the same time. I was looking into several im…

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## [Is there an Object3D poperty to check if it's within camera frustum?](https://discourse.threejs.org/t/is-there-an-object3d-poperty-to-check-if-its-within-camera-frustum/24751)

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**Author:** [@marquizzo](https://discourse.threejs.org/u/marquizzo)\
**Replies:** 7\
**Last updated:** [August 31, 2023, 7:57am UTC](https://discourse.threejs.org/t/is-there-an-object3d-poperty-to-check-if-its-within-camera-frustum/24751 "2023-08-31T07:57:10Z")

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There is a Frustum.containsPoint or .intersectsBox() method that lets me manually check if a point or mesh is within the camera’s frustum. However, I need to do this once per frame on several objects, and the WebGLRender…

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## [Occlusion culling](https://discourse.threejs.org/t/occlusion-culling/1646)

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**Author:** [@ProFive](https://discourse.threejs.org/u/ProFive)\
**Replies:** 10\
**Last updated:** [May 13, 2023, 2:48pm UTC](https://discourse.threejs.org/t/occlusion-culling/1646 "2023-05-13T14:48:46Z")

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How to apply Occlusion culling into Object3d load from file glTF? ( version r89)

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## [How to compute slightly bigger frustum from the camera?](https://discourse.threejs.org/t/how-to-compute-slightly-bigger-frustum-from-the-camera/39610)

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**Author:** [@Kamyar\_Taher](https://discourse.threejs.org/u/Kamyar_Taher)\
**Replies:** 3\
**Last updated:** [June 28, 2022, 11:32am UTC](https://discourse.threejs.org/t/how-to-compute-slightly-bigger-frustum-from-the-camera/39610 "2022-06-28T11:32:43Z")

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Hello! I’m trying to handle frustum culling with instances, and I need to know which instances are in. Everything seems to work fine using the functions below, but there is one problem. As I’m checking just against po…

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## [Enabling cast shadow on meshes makes frustum culling less efficient](https://discourse.threejs.org/t/enabling-cast-shadow-on-meshes-makes-frustum-culling-less-efficient/27241)

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**Author:** [@looeee](https://discourse.threejs.org/u/looeee)\
**Replies:** 10\
**Last updated:** [June 17, 2021, 4:27am UTC](https://discourse.threejs.org/t/enabling-cast-shadow-on-meshes-makes-frustum-culling-less-efficient/27241 "2021-06-17T04:27:37Z")

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I have this scene with about 480k triangles total: Each city block is a separate object so frustum culling works pretty well when zoomed in (as the camera will be most of the time - the entire city will never be in v…

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## [Ridiculous number of boxes](https://discourse.threejs.org/t/ridiculous-number-of-boxes/6862)

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**Author:** [@Usnul](https://discourse.threejs.org/u/Usnul)\
**Replies:** 9\
**Last updated:** [June 13, 2019, 8:00am UTC](https://discourse.threejs.org/t/ridiculous-number-of-boxes/6862 "2019-06-13T08:00:44Z")

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Hey guys, here’s a demo I put together a while back: http://server1.lazy-kitty.com/tests/instanced-foliage-10mil/ on my hardware it’s clocking about 3ms per frame render, which is roughly 330 fps :running\_woman: As …

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## [Detect if an object is completely invisible when clipping](https://discourse.threejs.org/t/detect-if-an-object-is-completely-invisible-when-clipping/21149)

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**Author:** [@Harry](https://discourse.threejs.org/u/Harry)\
**Replies:** 2\
**Last updated:** [December 2, 2020, 11:34am UTC](https://discourse.threejs.org/t/detect-if-an-object-is-completely-invisible-when-clipping/21149 "2020-12-02T11:34:28Z")

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How can I know if an object is invisible when clipped? I want to raycast on to a clipped object but the meshes which are no longer visible are still intersected. I understand this is expected behaviour. So instead, I wou…

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## [Mesh disapear when camera close](https://discourse.threejs.org/t/mesh-disapear-when-camera-close/2914)

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**Author:** [@Giang\_Le](https://discourse.threejs.org/u/Giang_Le)\
**Replies:** 7\
**Last updated:** [April 10, 2020, 6:04pm UTC](https://discourse.threejs.org/t/mesh-disapear-when-camera-close/2914 "2020-04-10T18:04:03Z")

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I load a gltf scene to three.js, but when i move the camera near to the object,some meshes are disappear. Left is the object when the camera takes a distance, right is when i move the camera closer my source code for …

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## [Question about Culling (if this is even the correct term)](https://discourse.threejs.org/t/question-about-culling-if-this-is-even-the-correct-term/2537)

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**Author:** [@titansoftime](https://discourse.threejs.org/u/titansoftime)\
**Replies:** 10\
**Last updated:** [April 23, 2018, 9:41pm UTC](https://discourse.threejs.org/t/question-about-culling-if-this-is-even-the-correct-term/2537 "2018-04-23T21:41:44Z")

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Ok, so I have a large grass object made from merged BufferGeometries. Everything looks great (well…almost), but I have one issue. Slower computers are going to struggle. Of course I can reduce the amount of geometry in …

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## [Face Culling considerations on renderer.info.render.faces](https://discourse.threejs.org/t/face-culling-considerations-on-renderer-info-render-faces/1616)

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**Author:** [@Atul\_Mourya](https://discourse.threejs.org/u/Atul_Mourya)\
**Replies:** 3\
**Last updated:** [January 17, 2018, 2:02pm UTC](https://discourse.threejs.org/t/face-culling-considerations-on-renderer-info-render-faces/1616 "2018-01-17T14:02:01Z")

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Hello everyone, I was wondering, if face culling avoids the rendering of faces that are facing backside of a mesh (or occluded by by some faces near to the camera). If this case is true, it will be highly desirable to …
