Virtual Geometry
Using Helio's virtual geometry system from the Scene API — uploading high-polygon meshes as meshlet clusters, placing virtual object instances, and how LOD selection works automatically
Related Documentation
Virtual Geometry Pass
GPU-driven per-meshlet visibility culling and G-buffer draw — Helio's scalable geometry pipeline for scenes with tens of millions of triangles
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
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