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View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Open Source Game Development Summit: Render Graph, a Data-Oriented Approach

Zhenglong ZHOU  (Engine Architect, Cocos Technologies)

Huabin LING  (Engine Technical Director, Cocos Technologies)

Location: Room 3007, West Hall

Date: Tuesday, March 21

Time: 3:50 pm - 4:20 pm

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Lecture

Vault Recording: Video

Audience Level: All

Cocos engine recently open sourced its data driven Render Graph with a Cyberpunk style demo to showcase high scalability and easy render pipeline customization enabled by this infrastructure. Beyond its original inspiration FrameGraph, RenderGraph uses a data driven approach instead of code driven, it's built with both render pipeline information and render scene information.

The novel design is for balancing the convenience and the flexibility of the rendering pipeline customization. It keeps the abilities to automically manage transient resources dependencies and barriers, to visualize and debug the render pipelines. Moreover, RenderGraph manages descriptor set layout automatically, decouples pipeline setup and execution which allows upfront validation, allows graph transformation and modification.

In this session Zhenglong ZHOU, Engine Architect at Cocos will explain the core design of this novel RenderGraph technology, and how he used graph theory to construct and transform the render pipeline passes and descriptor set layouts.


Attendees will learn about potential problems in frame graph, and how our new data-oriented render graph is designed to address these problems. It will give the attendees ideas of render pipeline abstraction and customization.

Intended Audience

This is for game and engine developers.