- Froxel
- A cell of the view frustum, bounded in screen space and depth, that holds the list of lights reaching it.
- Screen rectangle
- One of the 32 × 18 equal parts of the screen; its sides are planes through the camera.
- Slice
- One of a screen rectangle's 32 depth ranges: under 1 m, then three per doubling, the last to infinity.
- Light buffer
- One storage buffer of every light, directional first, 4,096 at most, 48 bytes each.
- Froxel list
- A count and up to 127 light indices, in light order: 512 bytes per Froxel.
- Froxel pass
- The compute pass that builds every list: a workgroup per screen rectangle, an invocation per slice.
- Range window
- KHR_lights_punctual's factor that takes a point light to exactly zero at its range.
- Conservative
- A test that may keep a light needlessly but never drops one that counts.
- False positive
- A light listed in a Froxel its range never enters; it costs time, and can change the image only by pushing a light past the list's 127 places or the shadow mask's 59 bits.
- Brute force
- Every point light at every pixel: the
froxel_lights Render switch off.
- Render switches
- The variants a Renderer is created with and keeps; their defaults are what ships.
- Normalised device coordinates
- Clip x and y over clip w: −1 to 1 across and up the screen.
- Clip w
- With Praxis's projection, a point's distance along the view axis.
- Anchor
- The integer coordinates of a World position's 64 m grid cell; the GPU adds an f32 offset.
- Instance
- One Renderable's data on the GPU, positioned as an Anchor plus an f32 offset.
- Frame data
- The per-frame Instances, lights and camera the renderer consumes in place of the ECS World.
- Frame stats
- What one frame cost, measured by the engine, overflows of the light buffer and lists included.
- Tick
- One fixed step of the simulation, 1/64 s; frames draw a blend of the two newest.
- Budget
- A numeric limit on one metric of a Reference scene that a change must not regress.
- Workgroup, invocation
- A group of compute-shader runs that execute together, and one run of the shader.
- Atomic add
- An addition no other invocation can interleave with; integer totals come out the same in any order.
- override
- A WGSL constant fixed when a pipeline is created, by the pipeline or by the shader's default.
- Oracle
- An independent computation of the right answer that a test compares with.
- Forward+
- Forward shading with per-tile light lists, bounded by each tile's opaque depth.
- Z-binning
- Per-tile light masks and per-depth-bin light index ranges, intersected per pixel.
- Golden
- A committed image that a Reference scene must reproduce within tolerance.
- Reference scene
- A Scene with a fixed camera path and injected time, the same frames every run.