Indirect Dispatch Pass
GPU frustum culling and DrawIndexedIndirect command generation — the compute pass that builds the complete indirect draw buffer each frame with zero CPU iteration
Related Documentation
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
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 Matrix Pass
GPU compute pass that derives light-space view-projection matrices for all shadow-casting lights in a single dispatch — enabling dynamic shadows with zero CPU matrix math per light