THREE.Camera Progressive rendering on Panning and Zoom












0














i wanted to Build Network Topology Graph using three.js.
There may be 100K Nodes and links in the scenario, and my client Browser environment may be thin-client(no GPU).



Following methods i want to follow:
1.[Reduce Draw calls] i can use instanced rendering to reduce number of draw calls.



2.[Frustum culling] i want to get elements from server based on mouse pan offset,add them to Scene and Remove the elements which are out Camera Frustum.



All the time keep the elements in client memory which will fit to Frustum.


can you suggest any better methods exists to handle this cases.










share|improve this question





























    0














    i wanted to Build Network Topology Graph using three.js.
    There may be 100K Nodes and links in the scenario, and my client Browser environment may be thin-client(no GPU).



    Following methods i want to follow:
    1.[Reduce Draw calls] i can use instanced rendering to reduce number of draw calls.



    2.[Frustum culling] i want to get elements from server based on mouse pan offset,add them to Scene and Remove the elements which are out Camera Frustum.



    All the time keep the elements in client memory which will fit to Frustum.


    can you suggest any better methods exists to handle this cases.










    share|improve this question



























      0












      0








      0







      i wanted to Build Network Topology Graph using three.js.
      There may be 100K Nodes and links in the scenario, and my client Browser environment may be thin-client(no GPU).



      Following methods i want to follow:
      1.[Reduce Draw calls] i can use instanced rendering to reduce number of draw calls.



      2.[Frustum culling] i want to get elements from server based on mouse pan offset,add them to Scene and Remove the elements which are out Camera Frustum.



      All the time keep the elements in client memory which will fit to Frustum.


      can you suggest any better methods exists to handle this cases.










      share|improve this question















      i wanted to Build Network Topology Graph using three.js.
      There may be 100K Nodes and links in the scenario, and my client Browser environment may be thin-client(no GPU).



      Following methods i want to follow:
      1.[Reduce Draw calls] i can use instanced rendering to reduce number of draw calls.



      2.[Frustum culling] i want to get elements from server based on mouse pan offset,add them to Scene and Remove the elements which are out Camera Frustum.



      All the time keep the elements in client memory which will fit to Frustum.


      can you suggest any better methods exists to handle this cases.







      camera rendering frustum






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Dec 27 at 15:48

























      asked Dec 27 at 13:47









      Eswar Reddy

      33




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