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Release Notes

Version 2026.2

Rendering & materials (PBR / meshes / lighting)

  • Migrated materials from Phong to GGX PBR (metallic-roughness).
  • Added glTF/GLB mesh loading (tinygltf) with full PBR textures, emissive strength, sRGB formats, KHR_texture_transform, multi-UV sets, and scene-graph flattening at import.
  • Integrated tone mapping and auto-exposure from nvpro_core2; CLIP tonemapping default; tonemapping parameters in project save/load.
  • Added IBL environment maps and physical sky background with equirectangular bake; sky specular/reflection; NEE + BRDF path tracing with MIS; removed legacy illumination modes (always path trace with per-material max bounces).
  • Indirect lighting for splat sets; splat radiance converted from sRGB to linear for PBR.
  • Extended glTF shading: specular/clearcoat, legacy specular-glossiness workflow.
  • Particle emissive ambient occlusion for mesh proximity attenuation.

Ray tracing — particles & acceleration

  • Shared TLAS for per-particle RTX; VRAM lifecycle improvements (release covariance in pure RTX, skip global index table, fewer BLAS/TLAS rebuilds).
  • Particle depth modes for ray-traced Gaussians, including billboard depth.
  • Sphere primitive mode via VK_NV_ray_tracing_linear_swept_spheres (plus silhouette wireframe).
  • Billboard frustum culling; quantizable mesh hit payload; RTX_HAS_MESHES / RTX_HAS_PARTICLES compile-time shader guards; any-hit refactor and stochastic early-out fixes (billboard holes fix).
  • Other: Clay visualization mode; configurable secondary ray offset; in-memory VkPipelineCache.

Billboard ray tracing

  • Full billboard RT path: intersection shaders, AABB geometry, and billboard ray tracing deep dive.
  • Bounding modes for TLAS instance scale: Uniform (½, ⅓, ¼), Fitted, Optimal (per-particle), AABB max opacity, icosahedron ellipsoid; default bounding mode is now Uniform ½ (adaptive bounding modes were removed after evaluation).
  • RTX_SHORTEN_RAY option for stochastic any-hit early termination; billboard depth available for all trace strategies.
  • Other RTX Fixes: multi–splat-set compositing, light leak, depth incompatibilities, large BLAS build path for bounding modes.

DLSS / denoising

  • DLSS guide improvements: motion vectors (meshes and splat sets), hardware depth, firefly clamp, min radiance, DLSS_ENABLED compile-time macro.
  • Skip DLSS for debug visualization modes; fixes for clay mode, splat roughness, and negative radiance clamp on DLSS input.

Rasterization & hybrid

  • Pipeline-aware temporal accumulation.
  • Hybrid unlit albedo fix.
  • MipSplatting: decouple 2D covariance dilation from opacity compensation.

User interface

  • Renderer UI rework: Denoising, Rasterization, and Raytracing tabs, collapsible groups, tooltips, pipeline selector in menu bar.
  • View menu: fullscreen, footer bar, window visibility; playback button (replaces keyboard shortcuts); navigation toolbar icons.
  • DLSS controls moved into denoising tab; tone mapping UI rework.
  • Per-instance show/hide for splat sets and meshes; profiler and NVML monitor owned by main UI.

Projects, assets & samples

  • Save / Save As projects; renderer settings and tonemapping in project files; project name in title bar.
  • Asset tree: Settings, Recent Meshes, mesh import modal.
  • Samples folder with build script for downloading external assets; new and updated sample projects (large city with sky, chessboard winter house, greenhouse on stove scene, and others).
  • Mesh asset download moved from CMake to the samples build script.

Documentation & CI

  • Documentation website (this site), getting started and datasets pages.
  • Sample projects documentation with image comparison sliders; deep dive links on home page; billboard benchmark documentation.

Benchmarking & headless

  • Billboard benchmark suite: HDR/PNG capture, PSNR, multi-camera, charts, --skip-exec, --saveImage, G-buffer and DLSS guide export.
  • Headless mode for benchmarks; expanded CLI (camera presets, colorBufferFormat, lightingEnabled, and more). See benchmarking.

Platform & compatibility

  • HardwareSupport capability registry; optional ray tracing, mesh shader, and LSS sphere extensions with guarded code paths.
  • Intel Arc support fixes; Linux build fixes.
  • Upgraded nvpro_core2.

Stability & bug fixes

  • RTX build failure → raster fallback: device lost, shader rebuild, mesh-shader fallback stuck state.
  • Texture mode in RTX: device lost fixes.
  • Vulkan validation: pipeline / G-buffer color format mismatch.
  • Image comparator format mismatch when tonemapping and visual helpers are both active.

Version 2026.1.7

  • Pre-built binaries available on GitHub Releases page
  • New online documentation website — This site.
  • Simplified root github repo README.md
  • Rendering pipeline selector added to the menu bar
  • Navigation mode icons in toolbar with improved camera controls
  • Fix profiler reporting during camera drag in raster/hybrid pipelines
  • Fix 32-bit addressing overflow in sorting buffers by converting to LargeBuffer (supports larger models)

Version 2026.1

  • Multi-instance splat set architecture with global index tables and unified sorting
  • Centralized bindless asset management with a root bindless scene assets buffer
  • Multi-light lighting system (point / spot / directional, ray traced hard / soft shadows)
  • Front-to-back rasterization with depth consolidation for lighting
  • Deferred shading for rasterized Gaussian splats
  • GPU-built particle acceleration structures with multi-TLAS / multi-BLAS chunking and VRAM budget pre-checking
  • Ray tracing now supports very large models and updates faster
  • Stochastic splat sorting and Monte Carlo trace strategy for enhanced interactivity
  • DLSS Ray Reconstruction for anti-aliasing, upscaling and denoising
  • Expanded visualization modes in ray tracing and hybrid pipelines (normals, depth, DLSS buffers, splat ID)
  • UI / UX enhancements (summary overlay, shader feedback and ray hit profile, editing mode)
  • 3D transform and infinite grid visual helpers
  • Runtime image comparison tool with MSE / PSNR / FLIP metrics
  • Added Winter house and Large city models from teleportour.com to datasets page. Thanks to Andrii Shramko.

Older Versions

  • [2025/10] Migration from GLSL to SLANG.
  • [2025/09] Added Unscented Transform (3DGUT) and hybrid rendering (3DGUT/3DGRT) pipelines, with support for fisheye and depth of field.
  • [2025/09] Added import of .spz file format from nianticlabs.
  • [2025/08] Added depth of field to raytracing (3DGRT) pipeline.
  • [2025/08] Added raytracing (3DGRT) and hybrid rendering (3DGS/3DGRT) pipelines + 3DGRT dataset.
  • [2025/08] Added compositing with meshes and project save/load functionality.
  • [2025/06] Ported to new NVIDIA DesignWorks nvpro_core2.
  • [2025/03] Added new models from 3ds-scan.de. Thanks to Christian Rochner.
  • [2025/03] First release with 3DGS rasterization.