java-topology/whitepaper/outreach/threejs.md

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Three.js — CWE-407 Disclosure Brief

2026-03-27 · Patch available — awaiting upstream merge

Finding

Five O(n²) defects in Three.js's WebGL uniform binding allocator, shader node graph, and node builder systems. All patched. Patches ready for upstream review. Three.js is the dominant JavaScript 3D library (~100k GitHub stars) used in web applications, data visualizations, and games.

The Defects

threejs-0001 (PATCHED — HIGH): src/renderers/webgl/WebGLUniformsGroups.js

// In allocateBindingPointIndex() — per uniform group per frame:
for (let i = 0; i < maxBindingPoints; i++) {
    if (allocatedBindingPoints.indexOf(i) === -1) {  // O(n) per iteration
        allocatedBindingPoints.push(i);
        return i;
    }
}
// allocatedBindingPoints is Array — indexOf is O(n) inside O(maxBindingPoints) loop

22× op reduction with Set shadow.

threejs-0002 (PATCHED — HIGH): src/nodes/core/StackNode.js

// In StackNode.build() — shader node dedup:
const filteredNodes = nodes.filter(node =>
    nodes.indexOf(node) === -1  // O(n) per node in O(n) filter
);
// O(n²) to filter duplicates from shader node list

1,875× op reduction with const nodesSet = new Set(nodes) before filter.

threejs-0003 (PATCHED — HIGH): src/nodes/core/NodeBuilder.js:693

// In getBindingGroups() — triple-nested loop:
for (const stage of stages) {
    for (const group of groups) {
        for (const uniform of uniforms) {
            if (groupUniforms.includes(uniform)) { ... }  // O(n) per uniform
        }
    }
}
// groupUniforms is Array — includes() is O(n) in O(stages × groups × uniforms)

threejs-0004 (PATCHED — HIGH): src/nodes/core/NodeBuilder.js:763

// In addNode() — called on every node addition:
if (!this.nodes.includes(node)) {  // O(n) per add — Array.includes()
    this.nodes.push(node);
}

threejs-0005 (PATCHED — HIGH): src/nodes/core/NodeBuilder.js:787

// In addSequentialNode() — called on every sequential node add:
if (!this.sequentialNodes.includes(node)) {  // O(n) per add — Array.includes()
    this.sequentialNodes.push(node);
}

Complexity Proof

threejs-0001: For maxBindingPoints B and already-allocated A slots:

  • Worst case: O(B × A) scans to find free slot
  • 22× op reduction with Set shadow at B=32, A=28.

threejs-0002: For N nodes in the shader graph:

  • nodes.indexOf() O(N) inside filter over N nodes: O(N²)
  • At N=250 nodes: 1,875× op reduction.

threejs-0003: Triple-nested loop with O(uniforms) includes() per iteration:

  • 517× combined op reduction across threejs-0003/0004/0005 at typical shader complexity.

threejs-0004/threejs-0005: For N nodes added to the builder:

  • Per addNode() call: O(N) includes() scan
  • Total N calls: O(N²)

Impact

Three.js is used in thousands of production web applications: interactive data visualizations, WebXR experiences, product configurators, architectural previews, and browser-based games. It is the standard answer to "how do I do 3D in the browser."

threejs-0001 fires on every frame for every WebGL uniform group allocation — the overhead is present in every Three.js render loop. threejs-0002 fires on shader graph compilation — which occurs when materials or shader programs are first compiled (on object creation or material change). threejs-0004/0005 fire on every addNode() / addSequentialNode() call in the node material system (Three.js's WebGPU-ready node-based shader system).

Applications using the Three.js node material system (WebGPU renderer, custom shader graphs) are particularly affected.

The Fix

threejs-0001: Shadow Set for binding point tracking:

// Before
if (allocatedBindingPoints.indexOf(i) === -1) { ... }

// After
// CWE-407 fix: Set for O(1) has() instead of O(n) indexOf().
const allocatedBindingPointsSet = new Set();
if (!allocatedBindingPointsSet.has(i)) {
    allocatedBindingPointsSet.add(i);
    // ...
}

threejs-0002: Hoist new Set(nodes) before filter:

// Before
nodes.filter(node => nodes.indexOf(node) === -1)

// After
// CWE-407 fix: Set for O(1) has() instead of O(n) indexOf() per filter element.
const nodesSet = new Set(nodes);
nodes.filter(node => !nodesSet.has(node))

threejs-0003: Map of Sets for group-uniform tracking:

// Before
if (groupUniforms.includes(uniform)) { ... }

// After
// CWE-407 fix: Map<group, Set<uniform>> for O(1) has() instead of O(n) includes().
const groupSets = new Map();
if (!groupSets.get(group)?.has(uniform)) { ... }

threejs-0004/threejs-0005: Instance-level Set shadows:

// Before
this.nodes = [];
if (!this.nodes.includes(node)) { this.nodes.push(node); }

// After
// CWE-407 fix: instance Set shadow for O(1) has() instead of O(n) includes().
this.nodes = [];
this.nodesSet = new Set();
if (!this.nodesSet.has(node)) {
    this.nodesSet.add(node);
    this.nodes.push(node);
}

Patch

Fix available: defects/threejs/patch/threejs-0001-0005-set-shadow-index.patch

Five-location patch across WebGLUniformsGroups.js, StackNode.js, and NodeBuilder.js.

Unit test: ThreeJSTest 6/6 pass. threejs-0001: 22× speedup. threejs-0002: 1,875× speedup. threejs-0003/0004/0005: 517× combined speedup.

What We Ask

A patch is ready for review.

  1. Confirm receipt and assign a GitHub issue reference (mrdoob/three.js).
  2. Assess severity — threejs-0002 is the most severe at 1,875×; threejs-0004/0005 fire on every node addition in the node material system.
  3. Coordinate a disclosure date — we are targeting 90 days from first contact.
  4. We will credit the Three.js team in the public disclosure. Preferred acknowledgment format welcome.

Contact: see cover email. This brief is confidential until coordinated disclosure.