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xPRIMEray Architecture Charter

v3-ChatClaudeCoherencePass1

A unified master architecture charter merging implementation reality and forward academic architecture for the xPRIMEray curved-ray renderer.


0. Document Status and Conventions

This document is the coherence merge of prior architecture drafts:

  • v0–v2 Chat lineage (implementation-anchored)
  • v2 Claude lineage (architecture-clean, research-forward)

Status markers:

  • Implemented — present in current codebase
  • Partial — scaffold exists, incomplete behavior
  • Planned — architectural intent only

Detailed mechanics live in /Docs/spec_*.md. This charter defines system shape, not low-level algorithms.


1. Executive Summary

xPRIMEray is a curved-ray film renderer embedded in Godot 4 that separates:

Euclidean scene geometry
from
non-Euclidean ray transport

Rays are integrated as piecewise segment chains and intersected against standard scene geometry through a host-agnostic architecture.

The system is designed to scale from:

  • GRIN optical curvature
  • effective metric optics
  • full relativistic geodesics
  • exotic spacetime mappings (wormholes)

without rewriting downstream collision or shading pipelines.


2. High-Level Architecture

Godot Scene
(FieldSource3D, Geometry, Camera)
    ↓
SnapshotBuilder.BuildFromGodotScene()
    ↓
SceneSnapshot
(FieldSOA, GeometrySOA, TLAS, CurvatureGrid)
    ↓
FrameSnapshotBus.Publish
    ↓
GrinFilmCamera.RenderStep()

Pass 1: Curved ray integration
Pass 2: Broadphase prune → narrowphase hit
Shading & film output

Key property:

Transport is engine-agnostic. Geometry queries are adapter-based.


3. Core Design Principles

3.1 Euclidean Geometry, Curved Transport

Scene meshes remain standard R^3 geometry.

Curvature exists only in the ray integrator.

This guarantees:

  • compatibility with existing physics engines
  • portable geometry backends
  • clean separation of concerns

3.2 EffectiveConfig Contract

ResolveEffectiveConfig() produces a frozen configuration snapshot consumed by RenderStep().

This is the primary control surface for:

  • runtime tuning
  • research overrides
  • deterministic replay
  • academic validation

No dynamic mutation outside this contract.


3.3 Host-Agnostic Core

RendererCore is designed to run without Godot dependencies.

Godot acts as an adapter layer:

  • scene extraction
  • geometry queries
  • final display

Future backends may replace Godot physics.


4. Module Map

RendererCore

Module Status Role
SceneSnapshot Implemented Immutable per-frame data
Fields Implemented Field evaluation and TLAS
Geometry Implemented Geometry TLAS
Integrators Partial Ray stepping logic
Config Partial ResearchMode system
Transport Planned Transport abstraction layer
Acceleration Partial Broadphase structures
Scheduler Partial Frame execution model

Adapters

Module Status Role
GodotAdapter Implemented Scene extraction and collision
RenderBackends Partial Film output pipeline

See also:

  • spec_scene_snapshot_data_layout.md
  • spec_bvh_acceleration.md

5. SceneSnapshot Data Model

public sealed class SceneSnapshot
{
    public InstanceSOA Instances;
    public FieldEntitySOA Fields;
    public PackedParamBuffer FieldParams;
    public FieldTLAS FieldTLAS;
    public GeometryEntitySOA Geometry;
    public GeometryTLAS GeometryTLAS;
    public CurvatureBoundGrid CurvatureGrid;
}

Properties:

  • immutable per frame
  • cache-friendly structure-of-arrays
  • portable across engines

6. Transport Fidelity Tiers

Tier 0 — GRIN Optical Transport (Implemented)

Vector curvature fields bend rays through local acceleration.

Tier 1 — Effective Metric Transport (Partial)

Gordon metric style optical analogs.

Tier 2 — Full Null Geodesics (Planned)

Metric plus Christoffel integration.

Tier 3 — Exotic Metrics (Planned)

Wormholes and spacetime atlases.

Transport interface design:

IRayTransport
IIntegrator
IMetricField

See: spec_metric_models_grin_vs_gordon.md


7. Ray Representation

Core primitive:

struct RaySeg
{
    Vector3 A;
    Vector3 B;
    float TraveledB;
    float RadiusBound;
}

Segment envelopes drive broadphase pruning.

Adaptive integration is curvature-aware.


8. Rendering Pipeline

Pass 1 — Integration

  • parallel segment generation
  • curvature-adaptive stepping

Pass 2 — Intersection

  • TLAS pruning
  • host narrowphase
  • hit filtering

Shading

  • film accumulation
  • debug overlays

See: spec_curved_ray_chunks.md


9. Scheduling and Concurrency

Current model:

  • Pass 1: parallel CPU integration
  • Pass 2: main-thread geometry queries

Guard rails:

  • frame budgets
  • watchdog timers
  • re-entry protection

Future direction:

  • task graph scheduler
  • decoupled execution model

See: spec_scheduler_task_graph.md


10. Telemetry and Debugging

Instrumentation includes:

  • PerfScope timing
  • segment statistics
  • field visualization
  • pruning analytics

Designed for:

  • tuning performance
  • validating physics
  • research reproducibility

11. Research Mode System

Current Implementation

  • ResearchModeConfig
  • ResearchModeOverrides
  • merge into EffectiveConfig
  • deterministic seed enforcement
  • raymarch clamp guards

Planned Extensions

  • error-bounded integrators
  • invariant preservation
  • validation harness
  • benchmark scenes

See: spec_research_mode.md (planned)


12. Wormholes and Multi-Chart Transport

Wormholes are treated as spacetime atlas mapping problems, not non-Euclidean meshes.

Required abstractions:

  • chart mapping
  • region dispatch
  • throat recursion

Interfaces:

IChartMap
IRaySampler

See: spec_wormhole_scene_graph.md (planned)


13. Roadmap Truth Table

Feature Current State Next Step
Internal BLAS Uses Godot physics Implement core BLAS
Scheduler graph Partial Extract scheduler
Tiered integrators Partial RK45 and symplectic
Research harness Planned Add validation suite
Wormhole support Planned Chart mapping layer

14. Spec Document Integration

This charter delegates deep mechanics to:

  • spec_scene_snapshot_data_layout.md
  • spec_bvh_acceleration.md
  • spec_metric_models_grin_vs_gordon.md
  • spec_scheduler_task_graph.md
  • spec_curved_ray_chunks.md
  • spec_research_mode.md (future)
  • spec_wormhole_scene_graph.md (future)

These specs are authoritative implementation references.


15. Stability Declaration

v3-ChatClaudeCoherencePass1 represents:

  • removal of duplicated architecture sections
  • alignment of implementation and research goals
  • stable naming and module boundaries
  • forward-compatible expansion path

Future revisions should extend specs rather than restructure this charter.


16. Closing Statement

xPRIMEray is positioned as:

a bridge between real-time rendering and academic gravitational optics.

The architecture supports incremental advancement from practical GRIN rendering toward full spacetime simulation without breaking the engine core.