Per-instance frustum culling
Skip rendering for out-of-view instances.
Sorting
Reduce overdraw and manage transparent objects efficiently.
Spatial indexing (dynamic BVH)
Speed up raycasting and frustum culling.
Dynamic capacity
Add or remove instances seamlessly.
Per-instance visibility
Toggle visibility for each instance individually.
Per-instance opacity
Set opacity for each instance individually.
Object3D-like instances
Use instances like Object3D with transforms and custom data.
Per-instance uniforms
Assign unique shader data to individual instances.
Level of Detail (LOD)
Dynamically adjust instance detail based on distance.
Shadow LOD
Optimize shadow rendering with lower detail for distant instances.