JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdn.jsdelivr.net/npm/three@0.134.0/build/three.min.js"></script>

CSS

body {
	  margin: 0;
}

JavaScript

let camera, scene, renderer, stats;

let mesh;
const amount = parseInt(window.location.search.substr(1)) || 10;
const count = Math.pow(amount, 3);
const dummy = new THREE.Object3D();

init();
animate();

function init() {

  camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 100);
  camera.position.set(amount * 0.9, amount * 0.9, amount * 0.9);
  camera.lookAt(0, 0, 0);

  scene = new THREE.Scene();

	const geometry = new THREE.BoxGeometry();
  const material = new THREE.MeshNormalMaterial();

  mesh = new THREE.InstancedMesh(geometry, material, count);
  mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage); // will be updated every frame
  scene.add(mesh);

	setTimeout( function() {
  
  	mesh.geometry.dispose();
    mesh.material.dispose();
  	mesh.geometry = new THREE.TetrahedronGeometry();
    mesh.material = new THREE.MeshBasicMaterial();
  
  }, 2000 );

  //

  renderer = new THREE.WebGLRenderer({
    antialias: true
  });
  renderer.setPixelRatio(window.devicePixelRatio);
  renderer.setSize(window.innerWidth, window.innerHeight);
  document.body.appendChild(renderer.domElement);

  //

  window.addEventListener('resize', onWindowResize);

}

function onWindowResize() {

  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();

  renderer.setSize(window.innerWidth, window.innerHeight);

}

//

function animate() {

  requestAnimationFrame(animate);

  render();

}

function render() {

  if (mesh) {

    const time = Date.now() * 0.001;

    mesh.rotation.x = Math.sin(time / 4);
    mesh.rotation.y = Math.sin(time / 2);

    let i = 0;
    const offset = (amount - 1) / 2;

    for (let x = 0; x < amount; x++) {

      for (let y = 0; y < amount; y++) {

        for (let z = 0; z < amount; z++) {

          dummy.position.set(offset - x, offset - y, offset - z);
          dummy.rotation.y = (Math.sin(x / 4 + time) + Math.sin(y / 4 + time) + Math.sin(z / 4 + time));
         ...