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.
DirectX 12 ↔ Vulkan
Compare responsibilities precisely: shared engine data, separate native objects, and the places where an analogy stops being exact.
Explore chapter Graphics / CHAPTERThe complete rendering pipeline
Connect visibility, rasterization, opaque lighting, shadows, transparency, HDR, temporal reconstruction, and presentation.
Explore chapter Graphics / CHAPTERGlobal illumination & ray tracing
Understand bounced light, probes, screen-space limits, acceleration structures, denoising, and a hybrid lighting design.
Explore chapter Graphics / CHAPTERGPU-driven rendering & geometry
Move visibility and draw preparation toward the GPU while preserving bounded buffers, indirect-command contracts, and useful LOD.
Explore chapter Graphics / CHAPTERTemporal rendering & post-processing
Reuse earlier samples carefully with motion vectors, history validation, HDR exposure, antialiasing, and post-pass ownership.
Explore chapter Graphics / CHAPTERLarge worlds & streaming
Partition a world, request useful data asynchronously, preserve coarse fallbacks, and maintain precision and memory budgets.
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