Expand description
The render graph, passes and the engine that drives a frame.
Public surface: the engine, its configuration, render targets and typed
outcomes. Graph internals, passes, pipelines and culling are not exposed;
callers drive rendering entirely through Engine.
Structs§
- Adaptive
Quality - Exponentially smoothed frame time with hysteresis over
QualityTier. - Adaptive
Quality Config - Caller policy for the adaptive loop.
- Attribute
Chunk Window - Bounded two-frame window for one scene-independent attribute column.
- Backdrop
Style - Colour shown only where no represented biology contributes a fragment.
- Bloom
Style - Bright-pass highlight bleed for cinematic presentation.
- Bond
Chunk Placement - Declarative analytic rendering of one resident provider bond chunk.
- Brick
Atlas Config - Immutable fixed budgets for one sparse atlas.
- Brick
Atlas Metrics - Cumulative bounded-working-set telemetry.
- Brick
Atlas Poll - Work retired by one non-blocking poll.
- Brick
Atlas Upload - Borrowed provider completion. Exactly four bytes are stored per voxel.
- Chunk
Placement Id - Caller identity for one independently mutable spatial chunk occurrence. Stable caller identity for one spatial occurrence of a resident chunk.
- Chunk
Residency Metrics - Measured storage state for the provider-chunk upload path.
- Depth
OfField - Thin-lens depth-of-field settings for cinematic presentation.
- Derived
Cache Budget - Independent hard limits for recomputable CPU and GPU data.
- Derived
Cache Usage - Current and peak derived-cache charges.
- Display
Transform - Scene-linear exposure and display grading, independent of the backdrop.
- Effect
Layer - One weighted module in a reusable render profile.
- Engine
- The rendering engine, generic over the device with no dynamic dispatch on the frame path.
- Engine
Config - Engine construction options.
- Frame
Degradation - Allocation-free bitset describing explicit realtime degradation.
- Frame
Metrics - Stable, allocation-free counters captured with a frame report.
- Frame
Report - Explicit frame status, completeness and degradation report.
- Frame
Ticket - Stable identity and timestamp for one submitted sequence frame.
- Frame
Timing - One measured frame. GPU time covers the complete scheduled render graph; CPU time covers scene synchronization, graph recording, and submission.
- GpuBrick
Atlas - Fixed-capacity physical atlas and generational sparse page table.
- HdrImage
- Tightly packed scene-linear RGBA16F pixels owned by the caller.
- Illustration
Style - Screen-space cues that clarify molecular shape without changing geometry or scientific colour mappings.
- Image
- Mapped, tightly packed RGBA8 image owned by the caller.
- Image
Config - Requested off-screen image dimensions.
- Immutable
Arena Metrics - Physical counters for the immutable shared GPU arena.
- Instance
Chunk Placement - Declarative analytic rendering of one resident rigid-instance chunk.
- Instance
Chunk Window - Bounded two-frame window for one declared rigid-instance occurrence.
- Ligand
Pose Stats - Counts from the most recent successful scene synchronization.
- Lighting
Environment - Scene-linear lighting sampled by molecular materials.
- Motion
Blur - Camera-shutter motion blur driven by the renderer’s true object motion.
- Pick
- A resolved visible entity and its convenient single-atom selection.
- Point
Chunk Placement - Declarative rendering of one resident generic point chunk.
- Relation
Chunk Placement - Declarative rendering of one globally anchored resident relation chunk.
- Render
Profile - A reusable, declarative recipe for presentation effects.
- Render
Session - A reproducible figure/session envelope.
- Residency
Config - Fixed capacities allocated when a residency workspace is created.
- Residency
Counters - Flat counters consumed by profiling and benchmark reports.
- Residency
Machine - Fixed-capacity state machine with stable slot-order decisions.
- Residency
Machine Metrics - Current machine gauges and cumulative transition counts.
- Residency
Metrics - Snapshot of all residency primitive counters.
- Residency
Ticket - Generation-checked handle for one machine slot.
- Residency
Workspace - Fixed-capacity reusable state for residency planning and command lowering.
- Resident
Generic Chunk - One generic columnar chunk resident in the shared paged source arena.
- Resident
Structure Chunk - A globally identified structure chunk with chunk-local GPU ranges.
- Resident
Trajectory Chunk - A provider trajectory frame resident in the bounded frame arena.
- Resolved
Render Plan - The compact, sanitized plan the frame loop actually consumes.
- Sequence
Config - Fixed output and readback limits for one deterministic frame sequence.
- Sequence
Frame - One completed, ordered sequence frame.
- Sequence
Renderer - A bounded sequence pipeline for one engine/backend type.
- Structure
Chunk Placement - One transform and representation referencing a generation-bearing global ticket.
- Trajectory
Chunk Window - Bounded two-frame window for one topology-stable structure chunk.
Enums§
- Brick
Atlas Error - Sparse-atlas validation, capacity and lifecycle failures.
- Brick
Atlas Kind - Physical texel interpretation shared by one atlas.
- Chunk
Placement Error - Why a declarative placement set could not be accepted.
- Chunk
Placement Status - Current draw eligibility of one declarative placement.
- Chunk
Representation - Renderer-owned representation supported by the paged chunk path.
- Chunk
Residency Error - Typed failure at the host-to-GPU residency boundary.
- Display
Gamut - Display primaries used after the scene-linear presentation transform.
- Focus
Target - A physical or scene-tracked focal plane for thin-lens presentation.
- Frame
Completeness - Whether every requested resource contributed at full fidelity.
- Frame
Status - Presentation result independent of streaming completeness.
- Packing
Error - A source row or compacted offset cannot be represented without aliasing.
- Pick
Entity - The two identity domains that can be visible in a frame.
- Presentation
Effect - A typed presentation module that a render profile can layer.
- Quality
Tier - Quality tiers from cheapest to richest.
- Render
Error - Everything that can go wrong constructing or driving the engine.
- Render
Mode - Which rendering mode the engine runs.
- Residency
Init Error - Failure while reserving fixed workspace resources.
- Residency
Machine Error - Invalid lifecycle operation or exhausted fixed capacity.
- Residency
State - Lifecycle of one resource moving toward GPU residency.
- Tone
Mapping - Scene-linear exposure and display grading, independent of the backdrop.
- Transfer
Function - Transfer curve used to encode the selected display gamut.