RFC-0007: Render IR

Status: Draft | Version: 0.1.0

1. Principle

Rendering is a first-class projection of World State. Renderer never owns authoritative world state.

2. Pipeline

WorldView
 -> Visibility
 -> Culling
 -> LOD
 -> RenderGraph
 -> RenderIR
 -> GPU commands/shaders
 -> Present

3. RenderGraph

A graph consists of resources, passes, dependencies, synchronization and device constraints.

Typical passes: Depth -> Shadow -> GBuffer -> Lighting -> Reflection -> PostProcess -> Present.

4. Render entities

Renderable, MaterialBinding, Camera, Light, Skin, Instance, LOD.

5. Geometry

The same world entity may expose RenderMesh, CollisionSDF, SensorPointCloud, NavigationGeometry.

6. Frame consistency

A frame references a specific WorldVersion and RenderTime. Renderer may interpolate between simulation states but must identify the source versions.

7. GPU

RenderIR must lower to backend-specific APIs such as Metal/Vulkan/DX12/WebGPU without leaking those APIs into WIR.

8. Acceptance

Physics and rendering of the same entity must resolve from the same World State rather than synchronized duplicate objects.

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