Helio Renderer
Production-grade, data-driven, physically-based real-time renderer built on wgpu — with a modular render graph, GPU-driven scene, and high-performance instancing
Related Documentation
Scene API
Complete reference for Helio's Scene API — the data model that owns all renderable content and drives the GPU-resident instance buffer
The Render Graph
How helio-v3's RenderGraph orchestrates pass execution, FrameResources inter-pass communication, the prepare/execute lifecycle, and how to extend or replace the default pipeline
GPU-Driven Pipeline & Automatic Instancing
How Helio's GPU-driven rendering pipeline works end to end — from CPU object submission to automatic draw call batching, frustum culling, and multi_draw_indexed_indirect — with zero per-object CPU iteration