Code Map (Big 12)
Pipeline / entrypoints (the “spine”)
GrinFilmCamera.cs — orchestration / RenderStep (primary entrypoint)
RayBeamRenderer.cs — core ray casting / stepping / pixel loop
RendererCore/Testing/RenderTestRunner.cs — harness + repeatability
Scene snapshot & data layout (research-mode stability)
GodotAdapter/SnapshotBuilder.cs — Godot → snapshot extraction boundary
RendererCore/SceneSnapshot/SceneSnapshot.cs — canonical snapshot container
RendererCore/SceneSnapshot/PackedParamBuffer.cs — compact params / SOA-ish packing
RendererCore/SceneSnapshot/GeometryEntitySOA.cs + InstanceSOA.cs — perf layout backbone
Fields + curvature selection (GRIN / metric models)
RendererCore/Fields/FieldSystem.cs — field evaluation entrypoint
RendererCore/Fields/FieldModels.cs — model definitions / IOR profiles / params
RendererCore/Fields/FieldCurves.cs — curvature functions / curve families
RendererCore/Fields/FieldTLAS.cs — broadphase for field sources (field acceleration)
RendererCore/Geometry/GeometryTLAS.cs — broadphase for geometry (geom acceleration)
“Always-on” instrumentation (keeps you honest)
Bonus (often referenced everywhere):
PerfScope.cs, PerfStats.cs
RendererCore/Common/DebugOverlayBus.cs, FrameSnapshotBus.cs
FilmOverlay2D.cs (your visible telemetry layer)