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
Related Documentation
Hi-Z Build Pass
Hierarchical depth pyramid construction — building a conservative max-depth mip chain from the scene depth buffer for GPU occlusion culling
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
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