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NVMatrixEngine 0.1.0 — Water Lab preview

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@codejeet codejeet released this 17 Sep 05:08
· 7 commits to main since this release

NVMatrixEngine 0.1.0 — Water Lab preview

First public engine-only portfolio release. The main demo is a playable room-scale pool with a wall inlet, glass ball, powered boat, underwater views and spectral illumination.

Included

  • Native DX12/DXR camera path tracing and light-side spectral photon caustics.
  • GPU APIC / FLIP-PIC liquid, continuous anisotropic scalar-field reconstruction and procedural DXR water geometry.
  • Dielectric reflection/refraction, depth-dependent absorption, lasers, surface foam and secondary bubbles/spray.
  • DLSS Ray Reconstruction / super resolution, optional frame generation and Reflex.
  • RmlUi settings for lighting, camera, flashlight, sink/float density, simulation quality and audio.
  • Optional CUDA graph-replay solver, deep-pool narrow-band ownership and ReSTIR PT modes.

Run

Download NVMatrixEngine-0.1.0-preview-win64.zip, extract everything, and open Play Water Lab.cmd. Do not download GitHub's source-code ZIP expecting an executable. No installer, administrator access or CUDA Toolkit is needed for the portable build.

Target: Windows 11 x64, high-end NVIDIA RTX GPU and compatible current driver. Tested on RTX 5090 / driver 616.64. The executable is unsigned. Fisheye projection pauses frame generation; the default launcher uses the normal lens. See START-HERE.txt for controls.

Known FG limitation: the release machine reported FG enabled with no SDK error, but zero extra presented frames. The predecessor build reproduced this. The feature remains selectable, but generated output is not verified in this preview; the download's verification report records this explicitly. Raw rendering and DLSS Ray Reconstruction are separate checks.

Scope

This is a research preview, not production middleware or a blanket 60 FPS claim. CUDA/adaptive modes are experimental and not demonstrated faster than the default DX12 solver. ReSTIR PT covers opaque-primary diffuse indirect paths; ReSTIR BDPT is not implemented. Camera + photon transport is not a claim of general unbiased BDPT.

The ZIP includes dependency notices, a per-file manifest and the custom soundtrack. The adjacent .sha256 and .verification.json describe the exact archive and relocated-extraction smoke checks. Testing on the development RTX 5090 is not a clean-OS, other-GPU or D3D12 debug-layer certification.

Future work focuses on raw path-tracing latency, stable refractive reuse, and reducing dense/synchronization costs in adaptive water simulation. See the repository roadmap.