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
Related Documentation
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.
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
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