particles-gpu
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.
下記のコマンドをコピーしてターミナル(Mac/Linux)または PowerShell(Windows)に貼り付けてください。 ダウンロード → 解凍 → 配置まで全自動。
mkdir -p ~/.claude/skills && cd ~/.claude/skills && curl -L -o particles-gpu.zip https://jpskill.com/download/23496.zip && unzip -o particles-gpu.zip && rm particles-gpu.zip
$d = "$env:USERPROFILE\.claude\skills"; ni -Force -ItemType Directory $d | Out-Null; iwr https://jpskill.com/download/23496.zip -OutFile "$d\particles-gpu.zip"; Expand-Archive "$d\particles-gpu.zip" -DestinationPath $d -Force; ri "$d\particles-gpu.zip"
完了後、Claude Code を再起動 → 普通に「動画プロンプト作って」のように話しかけるだけで自動発動します。
💾 手動でダウンロードしたい(コマンドが難しい人向け)
- 1. 下の青いボタンを押して
particles-gpu.zipをダウンロード - 2. ZIPファイルをダブルクリックで解凍 →
particles-gpuフォルダができる - 3. そのフォルダを
C:\Users\あなたの名前\.claude\skills\(Win)または~/.claude/skills/(Mac)へ移動 - 4. Claude Code を再起動
⚠️ ダウンロード・利用は自己責任でお願いします。当サイトは内容・動作・安全性について責任を負いません。
🎯 このSkillでできること
下記の説明文を読むと、このSkillがあなたに何をしてくれるかが分かります。Claudeにこの分野の依頼をすると、自動で発動します。
📦 インストール方法 (3ステップ)
- 1. 上の「ダウンロード」ボタンを押して .skill ファイルを取得
- 2. ファイル名の拡張子を .skill から .zip に変えて展開(macは自動展開可)
- 3. 展開してできたフォルダを、ホームフォルダの
.claude/skills/に置く- · macOS / Linux:
~/.claude/skills/ - · Windows:
%USERPROFILE%\.claude\skills\
- · macOS / Linux:
Claude Code を再起動すれば完了。「このSkillを使って…」と話しかけなくても、関連する依頼で自動的に呼び出されます。
詳しい使い方ガイドを見る →- 最終更新
- 2026-05-18
- 取得日時
- 2026-05-18
- 同梱ファイル
- 2
📖 Claude が読む原文 SKILL.md(中身を展開)
この本文は AI(Claude)が読むための原文(英語または中国語)です。日本語訳は順次追加中。
GPU Particles
Render massive particle counts (10k-1M+) efficiently using GPU instancing and custom shaders.
Quick Start
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
| 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
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
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:
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:
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
// 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)
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):
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
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
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
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
<pointsMaterial
transparent
depthWrite={false} // Faster blending
blending={THREE.AdditiveBlending} // Good for glowing particles
sizeAttenuation // Perspective-correct size
/>
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 patternsreferences/shader-examples.md— Complete particle shaders
同梱ファイル
※ ZIPに含まれるファイル一覧。`SKILL.md` 本体に加え、参考資料・サンプル・スクリプトが入っている場合があります。
- 📄 SKILL.md (13,795 bytes)
- 📎 references/buffer-patterns.md (9,567 bytes)