Not sure if this is the creator of the Github project, yet one improvement would be view frustrum culling.<p>Registers 700,000 triangles even when there's nothing visible on-screen, just because the Stanford rabbits happen to be nearby in terms of LOD.<p>Even something "simplistic", like LOD quadtree culling with a view frustrum would probably dramatically reduce triangle counts and speed up rending even further.<p>That said, still an impressive demo, and compared to what I often see done with three.js, really fast rendering speeds for the sheer quantity of instanced geometry being shown.<p>On pretty mediocre old hardware, circa late 2010's Celeron with integrated graphics, getting 20 fps near-field in about the worst case of display, and 40 fps with the far-field heavily LOD reduced.