Deferred Lighting Pass
Complete reference for Helio's deferred lighting pass — Cook-Torrance PBR, cascaded shadow maps with PCF/PCSS, Radiance Cascades GI integration, and the fullscreen-triangle rendering technique.
Related Documentation
G-Buffer Pass
Complete reference for the Helio G-Buffer pass — GPU-driven geometry capture that rasterizes all opaque scene geometry in a single multi_draw_indexed_indirect call into four screen-resolution render targets, forming the foundation of Helio's deferred rendering pipeline.
Depth Pre-Pass
A depth-only geometry pass that fills the depth buffer before the GBuffer pass, converting overdraw from O(geometry) to O(visible_pixels) fragment work via hardware early-Z rejection.
Shadow Pass
Deep technical reference for Helio's two-pass GPU-driven shadow system — ShadowMatrixPass (compute) and ShadowPass (depth rasterisation), covering the shadow atlas, CSM frustum-fit algorithm, FNV-1a dirty detection, dynamic-offset trick, and downstream integration with the deferred lighting pass.