Hi-Z Build Pass
Hierarchical depth pyramid construction — building a conservative max-depth mip chain from the scene depth buffer for GPU occlusion culling
Related Documentation
Occlusion Cull Pass
GPU Hi-Z occlusion culling — projecting per-instance AABBs into screen space and testing against the hierarchical depth pyramid to produce a per-instance visibility bitmask
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.
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.