Render Passes
An overview of every pass crate in Helio's default render graph — what each one does, which resources it reads and writes, and how to compose or replace them.
Related Documentation
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
Billboard Pass
Camera-facing instanced quad rendering for icons, particles, and HUD markers in the Helio deferred renderer