vk_gltf_renderer v2026.11 is out:
• OIDN denoiser on pure Vulkan, with DLSS-RR hand-off
• glTF 2.1 core loading
• Path tracer: 13–27% less GPU time
• New Help menu + searchable shortcuts
Prebuilt Windows + Linux binaries, Apache 2.0.
github.com/nvpro-samples/vk_gltf_renderer/release… t.co
11 likes · 1 repost · 457 views
Gaussian Splat and Mesh Ray Tracing with dynamic lighting, and shadows in Unity HDRP
Unity HDRP package for Gaussian Splat and mesh ray tracing with dynamic lighting, shadows, transmission and semantic cutaways
I've released an experimental open-source Unity HDRP package that renders 3D Gaussian splats and conventional triangle meshes together using hardware ray tracing.
This demo shows a Gaussian splat model interacting with dynamic lighting, shadows and transparent meshes. The aim is to make captured objects participate in a scene alongside conventional geometry.
Features include:
- Combined Gaussian and mesh rendering with ray-traced shadows.
- Directional, point and spot lights, plus mesh transmission.
- Gaussian PLY import and a basic example scene with synthetic splats.
- Optional semantic labels for isolating parts, fading selected classes and creating interactive cutaways. Labels can be imported or baked from aligned scene geometry.
It works with compatible Gaussian models of objects or environments. It renders existing splats; it doesn't train models or automatically segment them.
Current target: Unity 6000.3 / HDRP 17.3, Windows DX12 and a ray-tracing-capable GPU.
GitHub: Unity Gaussian Ray Tracing
Built on UnityGaussianSplatting, the multi-layer anatomy renderer, and NVIDIA Gaussian ray-tracing adaptations.
Demo model: "3D gaussian model of a bouquet of flowers" by Jean-Eudes Marvie, distributed through NVIDIA. NVIDIA's dataset page lists it under CC BY-SA 4.0. The model was imported into Unity and rendered with custom lighting, shadows and mesh interactions for this demonstration.
10 points · 2 comments
Want OIDN-quality denoising in your Vulkan renderer without CUDA interop?
vk_oidn: one cmdDenoise() in your own command buffer. Slang kernels, tensor cores via cooperative matrix, 1.4–1.8x faster than OIDN's CUDA device. Apache 2.0.
nvpro-samples/vk_oidn t.co
5 likes · 1 repost · 135 views
Dual SLI for your PSVR 2 Standalone addition
Throwing this idea out here for another addition to my project
oftentimes people wonder how could you run more powerful graphically demanding games with my PSVR 2 Fully android power standalone
Additionally to the caveats there is actually prior work on this exact same subject that proves the idea would work well if given enough thought
what sparked the idea for me was this paper
ieeexplore.ieee.org
of course this then lead me to further rabbit holes once i saw the idea was once attempted which pretty interesting results
nvpro-samples/xr_multi_gpu
hope you get the idea im thinking here, Gbooster was limited entirely by connection bandwidth yet they still got impressive results with out any special root,
quad view and Multiview can be stacked right on top of each other for foveated rendering and cpu savings, this makes stacking 2 identical phones result in more graphic headroom.
If you liked the idea of droidXR before i'm about to go one step further and prove Dual PHONE QuadView Foveated Rendering can also be done.
Starting with Native Android Vulkan Games first, Then Moving on to DXVK Fex based to see where gpu headroom can be spent.
SpaceWarp Will be key in hiding the one frame delay from this so im pulling ideas from others as i go. I'm focusing on more of a Reflex 2 style reprojection. Ideally Phone B will be the one to run the headset Rather Than Phone A
This is very similar to how people do lossless Scaling with 2 gpus but spent more on where it counts rather than the whole image.
Pyrowave will be the key to making this work, and with out it this wouldn't be possible at all with a 10gbp link.
preview.redd.it
11 points
Mentions
vk_gltf_renderer v2026.11 is out: • OIDN denoiser on pure Vulkan, with DLSS-RR hand-off • glTF 2.1 core loading • Path tracer: 13–27% less GPU time • New Help menu + searchable shortcuts Prebuilt Windows + Linux binaries, Apache 2.0. github.com/nvpro-samples/vk_gltf_renderer/release… t.co
Gaussian Splat and Mesh Ray Tracing with dynamic lighting, and shadows in Unity HDRP Unity HDRP package for Gaussian Splat and mesh ray tracing with dynamic lighting, shadows, transmission and semantic cutaways I've released an experimental open-source Unity HDRP package that renders 3D Gaussian splats and conventional triangle meshes together using hardware ray tracing. This demo shows a Gaussian splat model interacting with dynamic lighting, shadows and transparent meshes. The aim is to make captured objects participate in a scene alongside conventional geometry. Features include: - Combined Gaussian and mesh rendering with ray-traced shadows. - Directional, point and spot lights, plus mesh transmission. - Gaussian PLY import and a basic example scene with synthetic splats. - Optional semantic labels for isolating parts, fading selected classes and creating interactive cutaways. Labels can be imported or baked from aligned scene geometry. It works with compatible Gaussian models of objects or environments. It renders existing splats; it doesn't train models or automatically segment them. Current target: Unity 6000.3 / HDRP 17.3, Windows DX12 and a ray-tracing-capable GPU. GitHub: Unity Gaussian Ray Tracing Built on UnityGaussianSplatting, the multi-layer anatomy renderer, and NVIDIA Gaussian ray-tracing adaptations. Demo model: "3D gaussian model of a bouquet of flowers" by Jean-Eudes Marvie, distributed through NVIDIA. NVIDIA's dataset page lists it under CC BY-SA 4.0. The model was imported into Unity and rendered with custom lighting, shadows and mesh interactions for this demonstration.
Want OIDN-quality denoising in your Vulkan renderer without CUDA interop? vk_oidn: one cmdDenoise() in your own command buffer. Slang kernels, tensor cores via cooperative matrix, 1.4–1.8x faster than OIDN's CUDA device. Apache 2.0. nvpro-samples/vk_oidn t.co
Dual SLI for your PSVR 2 Standalone addition Throwing this idea out here for another addition to my project oftentimes people wonder how could you run more powerful graphically demanding games with my PSVR 2 Fully android power standalone Additionally to the caveats there is actually prior work on this exact same subject that proves the idea would work well if given enough thought what sparked the idea for me was this paper ieeexplore.ieee.org of course this then lead me to further rabbit holes once i saw the idea was once attempted which pretty interesting results nvpro-samples/xr_multi_gpu hope you get the idea im thinking here, Gbooster was limited entirely by connection bandwidth yet they still got impressive results with out any special root, quad view and Multiview can be stacked right on top of each other for foveated rendering and cpu savings, this makes stacking 2 identical phones result in more graphic headroom. If you liked the idea of droidXR before i'm about to go one step further and prove Dual PHONE QuadView Foveated Rendering can also be done. Starting with Native Android Vulkan Games first, Then Moving on to DXVK Fex based to see where gpu headroom can be spent. SpaceWarp Will be key in hiding the one frame delay from this so im pulling ideas from others as i go. I'm focusing on more of a Reflex 2 style reprojection. Ideally Phone B will be the one to run the headset Rather Than Phone A This is very similar to how people do lossless Scaling with 2 gpus but spent more on where it counts rather than the whole image. Pyrowave will be the key to making this work, and with out it this wouldn't be possible at all with a 10gbp link. preview.redd.it