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Helio 2D: GPU-Driven Sprites at 10 Million Instances
Helio's GPU-driven 2D sprite pipeline — persistent handle-addressed pools, GPU compute culling and radix sort, vertex-pulling batch rendering, GPU bounce physics for 10M sprites, and real-time 2D radiance cascades global illumination.
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Rendering a Million Blades of Grass: Helio's GPU-Driven Foliage System
Helio's GPU-driven foliage system with tile ring residency, three-band wind, correct motion vectors, and 1M blades under 3ms.
·19 min