Skip to content

History / Renderer Feature Paths

Revisions

  • Describe current design without performance history

    @limztudio limztudio committed Oct 13, 2026
  • Sync wiki with current main (f474b31fb): IOR eligibility, SIMD naming, UI input, CSG optics - Refraction IOR eligibility: finite IOR above 1.0 per nwbRefractionIorEligible (ior.slangi), replacing stale above-1.0001 in 6 pages. - Math naming: SIMDVectorSingle/SIMDVectorDouble four-lane contracts with SIMDMatrix/SIMDMatrixDouble, aligned Float#/Double# storage, global/simd layout. - UI input: press-arm/release-submit command semantics, Cancel retirement, PointerInput/Phase/Intent provider contract with stable contact identity. - Reflection: retained-CSG dispatches sliced into bounded 8192-ray native packets preserving the frame ray budget. - Shadows: mixed receivers integrate retained open surfaces independently of closed solid/cap boundaries. - Code-Reading-Guide: input routing README entry point.

    @limztudio limztudio committed Oct 12, 2026
  • Align wiki with current runtime and authoring contracts

    @limztudio limztudio committed Oct 7, 2026
  • docs: sync wiki with current main (e2402c9589bb61977651d5b02bb6b42eef993a1c) Main e2402c958 on top of 77 commits since last sync (9c0c9279b): - GPU scheduler: compiler-owned automatic queue placement from task command requirements (s_CommandRequirements/commandRequirements); callers no longer request queues; diagnosticQueueOverrides stay diagnostics-only. Same-class/cross-family routing keeps explicit opt-ins. - Shadow quality knobs: SoftwareShadowBlockerSearch gains Center1, SoftwareShadowCaptureCadence gains ReuseTwoFrames; opaque and transparent temporal filtering merged into one combined reproject pass; fully lit tiles skip wavelet work; ShadowQualitySettings adds selectable half/quarter receiver resolution shared by HW/SW-BVH/ light-space paths; TransparentShadowSampling ReferenceThree/ TemporalOne (TemporalOne needs accepted history). - Bounded CSG shadows on HW+SW paths (light-space receiver maps, analytic cutter-interval subtraction, projected-region-bounded camera work); AVBOIT accumulate rejects unused fragments before material evaluation; caustic resolve skips inactive regions. - Surfel GI gather resolution selectable (half default, quarter opt-in via SurfelGiQualitySettings); stress profile now uses Center1 + ReuseTwoFrames + quarter shadow receivers/surfel gather. - Shader cooker split: Slang process backend is SlangShaderCompiler (slang_compiler.h/.cpp); cook.cpp keeps the metadata front-end.

    @limztudio limztudio committed Sep 29, 2026
  • docs: sync wiki with current main (91e869244deb963c5cd19a7c7f5b65181391126d) Main 91e869244 on top of 46 commits since last sync (368d5e93b): - Shadow quality knobs: FittedVolume coverage, CompactCross5 blocker penumbra estimation, EveryFrame/ReuseOneFrame capture cadence with ticket-owned accepted-capture history; TemporalOne transparent sampling after accepted filtered history; caustic photon-grid divisors 1/2/4 with opaque-instance prefilter before resource resolution. - Removed unreachable uniform transparent fallback and dormant shadow diagnostics/edge-stat plumbing; adaptive transparent fallback fold remains (coarse transmittance / full-resolution adaptive). - Shadow sampling stays finite float (R2 indices, hash offsets, jitter-cone blends); BVH miss outputs initialized for Slang definite assignment; inner-node traversal shared via nwbBvhPickNearChild. - Skinning: frame-owned accepted-state buffer reuse, accepted-snapshot self-filtering, removed unused cache lookup/helpers. - Vulkan: descriptor readiness/bind scans bounded to nextFresh high-water mark; indexed light-space capture with shared interpolation helper. - Stress record docs/stress_rendering_performance.md: >60 FPS both routes (70.8933 HW / 62.3919 no-RT), --minimum-fps 60 enforcement, no-RT five-marker qualification, caustic/CPU timing harnesses. - Split translation units: rt_swbvh_* scene/mesh infra, caustic quality/settings, shadow quality/capture-history/transparent-sampling histories, backend_forward.h.

    @limztudio limztudio committed Sep 26, 2026
  • docs: sync wiki with current main (c2012a2f78ee567e04c84c45f66ca73448864307) Main c2012a2f7 Fix remaining standard section 5 include-grouping violations across whole sources. - GPU task graph: scheduleGraph is the single execution-admission entry (scheduler_compilation.cpp, FrontierSafe + shadow-prepare to frame-timing-end envelope from graph_schedule.cpp); source maps name scheduler_compilation.cpp, compiler_internal.h, packet_runtime_internal.h, graph/ per-domain task bodies, execute/frame_execute_lifecycle.* with merge validators, and the graph_schedule/packet_metrics split units. - Shadows: light-space depth path on no-RT frames (setSoftwareShadowSettings Automatic/SoftwareTrace/LightSpace, BuildLightSpacePlan directional+point admission, D32 view array, snapshot on graph plan/payloads); combined HalfA/HalfB resolve preparation shared by hardware and software preflights. - Refraction: interface-hit admission before material reconstruction (interface_hit.slangi entry/exit). - No-RT qualification: --disable-hardware-ray-tracing policy, Vulkan disabled-route report line, ctest -L software_raytracing matrix. - fin diagnostics: smoke-contract logs are ESSENTIAL_INFO, --gpudbg accepted-but-inert in fin, resize log ESSENTIAL; window capture --resize-client replacement coverage. - Tests: native kernel ingress suites retired with the headless smoke-test surface (results stay as decision evidence in RENDERER_OPTIMIZATION_STEPS.md); unit tree pruned to mandatory edge cases; optical-upload reuse now in nwb_ecs_graphics_tests; descriptor coverage via task_graph_descriptor_contract_tests; cpu arena identity reduced to core/task/cpu/scheduler.

    @limztudio limztudio committed Sep 23, 2026
  • docs: sync wiki with current main Update Renderer-Feature-Paths, Renderer, Renderer-Frame-Flow, Platform-and-GPU-Support, and CSG-and-Transparency for the staged hardware transparent-shadow path (gather/evaluate/overflow continuation) with the HalfA/HalfB combined upsample; caustic resolve stage specialization (prepare/wavelet/upsample plus direct large-dilation wavelet); and the persistent VertexIndexed raster route alongside compute emulation. Record the Unspecified-boundary reflection specialization, current-pose optical bounds, accepted object-space geometry reuse, half-precision spatial HDR fix, and optical-path diagnostics in Reflections, Mesh-Model-and-Skinning, and Diagnostics-and-Telemetry. Note AVBOIT generated-geometry reuse, the twenty-body stress default with fixed/rotating modes and kernel parity coverage in Build-and-Verification, new file entry points in Code-Reading-Guide, and the _NET_WM_PID X11 teardown tag in Testbed.

    Cozter committed Sep 20, 2026
  • docs: sync wiki with current main Add the Reflections page covering hybrid screen-space/hardware tracing, settings, statistics, and measured costs. Document camera refraction (primary capture, hardware/screen resolve), reflection and refraction frame-flow domains, presentation settings, reflection smoke suites, surface specular F0/roughness authoring, and the optics domain.

    @limztudio limztudio committed Sep 9, 2026
  • docs: rewrite wiki for current engine

    @limztudio limztudio committed Aug 31, 2026
  • docs: sync wiki with main

    @limztudio limztudio committed Aug 17, 2026
  • docs: document GPU task graph

    @limztudio limztudio committed Aug 15, 2026
  • docs: sync wiki with current main contracts

    @limztudio limztudio committed Aug 8, 2026
  • docs: sync wiki with main renderer contracts

    @limztudio limztudio committed Aug 7, 2026
  • Sync wiki with current main

    @limztudio limztudio committed Aug 4, 2026
  • Update wiki for current main

    @limztudio limztudio committed Aug 1, 2026
  • Document declarative frame execution plan

    @limztudio limztudio committed Jul 31, 2026
  • Update wiki for current main

    @limztudio limztudio committed Jul 31, 2026
  • Update wiki for current main

    @limztudio limztudio committed Jul 29, 2026
  • Document async shadow scheduling

    @limztudio limztudio committed Jul 28, 2026
  • Document required descriptor-buffer renderer path

    @limztudio limztudio committed Jul 27, 2026
  • Update wiki for bindless descriptor migration

    @limztudio limztudio committed Jul 25, 2026
  • Document descriptor-buffer rollout

    @limztudio limztudio committed Jul 24, 2026
  • Document the live bindless descriptor heap and RT per-mesh migration The bindless descriptor heap is now live in the production frame loop and is the shared per-mesh geometry source for the ray tracing, shadow, caustic, and surfel-GI passes. Add a dedicated page covering the RHI primitive (descriptor indexing floor, optional heap accelerator, GpuDescriptorHandle contract, self- test), the Phase 2 migration that deleted the classic bounded per-mesh arrays and retired the 32/64-mesh scene caps, the host-index/shader-layout split, and the frozen shader/host binding contract (sets 8/9, per-class bindings). Cross-link from Architecture (graphics layer owns a live heap), Renderer Frame Flow (per-frame advanceFrame next to device GC), Renderer Feature Paths (slot-7 gap context, per-pass geometry fetch, intro pointer), Glossary, Home, and the sidebar.

    @limztudio limztudio committed Jul 22, 2026
  • Document opaque shadow fast path

    @limztudio limztudio committed Jul 18, 2026
  • Document current main renderer policies

    @limztudio limztudio committed Jul 17, 2026
  • Update wiki for current main branch

    @limztudio limztudio committed Jul 9, 2026
  • Update wiki for shadow traversal changes

    @limztudio limztudio committed Jul 8, 2026
  • Update wiki for latest main branch changes

    @limztudio limztudio committed Jul 7, 2026
  • Update wiki for surfel GI renderer changes

    @limztudio limztudio committed Jul 6, 2026
  • Document surfel GI renderer path

    @limztudio limztudio committed Jul 6, 2026