Agent Skills › dzhng/skills › renderer

renderer

GitHub

提供基于TypeGPU/WebGPU的GPU渲染架构规范,涵盖渲染通道、着色器、帧编排及性能优化。指导开发者在修改渲染逻辑时遵循固定视图成本、细节投影大小等原则,确保视觉正确性与资源管理一致性。

skills/graphics/renderer/SKILL.md dzhng/skills

Trigger Scenarios

添加或修改渲染通道 编写或调整着色器 进行GPU资源管理 处理剔除、地形或阴影逻辑 优化视觉性能

Install

npx skills add dzhng/skills --skill renderer -g -y
More Options

Non-standard path

npx skills add https://github.com/dzhng/skills/tree/main/skills/graphics/renderer -g -y

Use without installing

npx skills use dzhng/skills@renderer

指定 Agent (Claude Code)

npx skills add dzhng/skills --skill renderer -a claude-code -g -y

安装 repo 全部 skill

npx skills add dzhng/skills --all -g -y

预览 repo 内 skill

npx skills add dzhng/skills --list

SKILL.md

Frontmatter
{
    "name": "renderer",
    "description": "Architecture rules for GPU rendering with TypeGPU\/WebGPU. Use when adding or changing render passes, shaders, frame orchestration, GPU resources, culling, terrain, shadows, or visual performance work."
}

GPU renderer

The renderer is TypeGPU over WebGPU. It draws plain frame inputs the application hands it and never reaches into simulation or app state. These are the flaws that sink a 3D experience; check a change against each before writing it.

  • Fixed-view cost never grows with world size. For a fixed camera and render size, submitted geometry, shadow casters, and per-frame lists are bounded by what the view can see or cast into, and screen-space work by pixels. Store the world map-wide; select from it spatially. Frustum clipping does not make vertices free. Compare equal local content and finite view distance: admitting more world changes the workload.
  • Detail follows projected size. Correct culling can still admit thousands of tiny meshes. Bound each visible instance’s geometry by its screen footprint as well as bounding the selected population.
  • One owner per contract. Frame orchestration, camera, depth convention, targets, culling, lighting, timing, and resource lifetime each have one owner every pass shares. Extend it; a second copy drifts.
  • Shared contracts change together. Depth and lighting are engine-wide: every pass reads the same convention and every material the same shading path. A per-pass exception is a future visual bug.
  • No GPU resource without a lifetime owner. Everything is allocated through the registry, rebuilds swap in whole, and repeated resize/rebuild/reset returns to baseline.
  • Pixels prove correctness, not counters. An optimization is accepted only with an interleaved A/B on the real GPU and an image that shows the subject still drawn correctly.

Version History

  • 0867285 Current 2026-11-02 10:06
  • f6819ca 2026-10-18 16:33

    新增对pmndrs/math包CPU端数学计算的规范,明确资源更新频率策略及异步重建处理要求;细化了渲染阶段的语义选择标准。

  • c795702 2026-09-08 17:35

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Metadata

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Version
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Indexed
2026-09-08 17:35

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