Graphics / QUBICENGINE HANDBOOK

Rendering, beyond a triangle

Connect a complete frame to advanced lighting, GPU-driven geometry, temporal history, streaming, and backend-specific implementation.

Add depth without losing the foundations#

A complex renderer still begins with geometry, transforms, sampling, and resource ownership. These chapters extend those foundations into a coherent frame design: deferred opaque lighting, forward transparency, linear HDR, temporal reconstruction, bounded indirect lighting, and budgeted streaming. The algorithms here form QubicEngine’s completed reference architecture. They are not measured results from a verified native implementation. Browser demonstrations help inspect the relationships, while the complete DX12 samples cover the core native path.

Choose the next question#

How do passes cooperate? Why does bounced light need a cache? When can the GPU prepare its own draws? What information from yesterday’s frame is safe to reuse? How does a world exceed resident memory? Each question has a separate article, linked to its underlying scene, asset, and synchronization contracts.

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