Organize a complex Three.js scene by grouping meshes with Object3D and Group, swapping repeated meshes for InstancedMesh, merging static geometry with BufferGeometryUtils.mergeGeometries, changing detail with the LOD class, and calling dispose() on geometries, materials, and textures once you remove them. Three.js enables frustum culling by default through the frustumCulled property, but it never frees GPU memory on its own.
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