Developer Guide
This section provides a deeper technical read into the systems and interfaces underlying the Atom Renderer.
| Contents | Details |
|---|---|
| Frame Rendering | The frame rendering process describes how a scene is processed from Render Components, through Render Passes in the RPI, and to the RHI. |
| Render Pipelines | An overview of Atom’s pre-built render pipelines, and their supported features. |
| Material System | The material system processes materials and material types and builds them into assets to use in the simulation. |
| Shader System | The shader system processes shaders written in AZSL (Amazon Shading Language) and builds them into shader assets that can be used in your project. |
| Render Pipeline Interface (RPI) | The Render Pipeline Interface (RPI) contains the main interface for developers to program the render pipeline. |
| Passes | The pass system transforms data from a scene into a final rendered output. |
| Render Hardware Interface (RHI) | The Render Hardware Interface (RHI) provides a low-level interface that abstracts platform-specific code. |
| Troubleshooting | A guide to troubleshoot graphics processing unit (GPU) crashes in Atom Renderer. |
Frame Rendering
The frame rendering process describes how a scene is processed from Render Components, through Render Passes in the RPI, and to the RHI.
Render Pipelines
You can use pre-built render pipelines or create custom ones in Atom Renderer, the graphics engine integrated into Open 3D Engine (O3DE).
Render Pipeline Interface
Render Pipeline Interface in the Atom Renderer
Passes
Passes in the Atom Renderer
Material System
Material System in the Atom Renderer
Shader System
Learn about the Atom Renderer shader system.
Render Hardware Interface
What is RHI? The Render Hardware Interface (RHI) is an abstraction layer over several platform-specific graphics APIs.
Troubleshooting
Troubleshoot GPU issues in Atom Renderer, the graphics engine integrated into Open 3D Engine (O3DE).