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NVMatrixEngine 0.1.2 — Fisheye DLSS and lighting improvements

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@codejeet codejeet released this 17 Sep 10:26
· 3 commits to main since this release

NVMatrixEngine 0.1.2 — Fisheye DLSS and lighting improvements

NVMatrixEngine is a C++20 / DirectX 12 game engine with GPU liquid simulation, path-traced lighting and spectral caustics. Water Lab is the playable demo: a pool with a wall inlet, sinking glass ball, powered boat and underwater views.

Changes in 0.1.2

  • Fisheye frame generation: both normal and fisheye cameras support DLSS FG. A cached bidirectional lens-distortion map supplies the fisheye projection to DLSS while preserving the separate HUD composition.
  • Separate FPS counters: the HUD shows Render FPS and DLSS output FPS using actual presented-frame counts, plus RR/FG status.
  • DLSS presets in Esc: switch Ray Reconstruction upscaling between Quality, Balanced and Performance without resetting the water. The settings display the actual input/output resolution.
  • Cheaper diffuse lighting: contribution-weighted Lambertian visibility sampling reduces shadow-ray work with probability compensation. Water shadow intersections can stop once a surface crossing is established; camera and photon intersections retain refined roots. See the implementation and earlier measurements.
  • Camera and launcher: 90° default diagonal FOV, shared forward/inverse fisheye mapping, and a development launcher that handles WSL UNC paths and locates the available CUDA build.
  • Game-engine branding: updated README, bundled instructions and software citation metadata.

Run

Download NVMatrixEngine-0.1.2-preview-win64.zip, extract the entire folder, and open Play Water Lab.cmd. The portable build includes its runtime dependencies; no installer, administrator access or CUDA Toolkit is required. GitHub's source-code ZIP does not contain the executable.

Target: Windows 11 x64, a high-end NVIDIA RTX GPU and compatible driver. The default launcher uses DX12 water simulation, Balanced DLSS and automatic frame generation where supported. Both lens modes are available in Esc. See START-HERE.txt for controls.

Packaging and scope

Release validation was skipped for this update. This archive packages the existing executable and updated shaders without a new build, relocated-extraction test or runtime-validation run. The adjacent .verification.json explicitly records validationStatus: "skipped"; earlier development results are not fresh validation of this ZIP.

The ZIP includes dependency notices, a per-file manifest and the custom soundtrack. Its source commit and SHA-256 checksum identify the package. Development has used an RTX 5090; this release does not certify other hardware or a clean Windows installation.

Frame generation adds presentation frames; it does not accelerate simulation or raw rendering. Performance varies with resolution, active particles, fluid depth and lighting. CUDA/adaptive modes remain experimental, and ReSTIR PT currently covers opaque-primary diffuse indirect paths. Full ReSTIR BDPT remains future work.