November 29, 2025

SDK 47


Highlights
  • Tellusim Core SDK is now available on GitHub.
  • A new series of Getting Started tutorials has been added to the documentation.
  • Added USD MaterialX material support.
  • New batch transformation plugin for massive node updates.
  • Object loading methods now support multiple material roots via material callbacks.
  • Added GLSL sizeof(), offsetof(), and assert() functions.
  • Improved FFT with support for non–power-of-two sizes.
  • General optimizations and bug fixes.
Tools changes
  • NodeSkyBox plugin has been added to Explorer.
  • NodeGrid (node duplication) plugin has been added to Explorer.
  • RenderFlares (glares, ghosts, and flares) plugin has been added to Explorer.
  • The Project tool parses all Makefile branches for correct project file generation.
Plugin changes
  • New scene/transform plugin performs compute-based transformations for provided nodes for extremely fast node updates.
  • MaterialFlow plugin enables screen-space and traced reflections for forward and transparent passes.
  • MaterialX plugin now provides the MaterialXManager class for simple MaterialX-based material handling.
  • MaterialX plugin has been updated to the latest MaterialX runtime libraries.
  • Streamer plugin supports user-defined name prefixes that can be removed or replaced.
  • Streamer plugin excludes files with the .asset extension from being treated as asset archives.
  • SkyBox object plugin added. Supports Panorama, Cube, and LightImage textures.
  • Flares render plugin added. Supports glares, ghosts, and flare effects.
  • New XeFG frame generation plugin has been added.
New samples
  • materials/material_pixel_depth scene demonstrates a pixel-depth effect for smooth object intersections.
  • render/render_bloom scene demonstrates a full-scene blur effect with bloom postprocessing.
  • render/render_tonemap scene demonstrates tonemap color adjustment.
  • graphics/object_tree example demonstrates simple GPU-driven rendering with multi-draw-indirect rendering.
  • parallel/fourier_2d sample performs image convolution using the Fast Fourier Transform.
  • platform/formats sample demonstrates mixed color formats.
  • platform/mapped sample demonstrates efficient Vulkan read and write shader access to mapped files.
  • platform/sparse sample demonstrates the Sparse texture API.
  • native/d3d12_program sample demonstrates generic D3D12 programs.
  • native/vk_swap_chain example demonstrates custom swap chain creation for the Window interface.
  • native/gl_runtime example demonstrates direct access to the OpenGL API for rendering.
Sample changes Build changes
  • Compatibility with Visual Studio 2026.
  • All generated SDK project files have been verified.
API changes
  • API pointer performance (allocation and access) has been improved by 20%.
  • New ObjectMesh and ObjectBrep loaders support multi-parent objects with a new signature that accepts a material callback.
  • New ObjectMesh and ObjectBrep createMaterials() methods are available for custom material creation.
  • Added wasMouseButtonReleased(), wasKeyboardKeyPressed(), and wasKeyboardKeyReleased() methods to the Window class.
  • Added wasButtonPressed() and wasButtonReleased() methods to the Controller class.
  • Added setTonemapTexture() method to RenderFrame for 3D texture-based tonemappers.
  • RenderFrame::setBloomFade() controls composite texture fading. Can fully blur the composite texture.
  • A negative bloom scale disables the internal bloom composite step and enables use with external bloom plugins.
  • SceneRenderer::dispatchBloomFrame() provides all temporary downscaled and upscaled textures for implementing custom bloom effects.
  • Async interface is now available in Script constructors.
  • MaterialShading can initialize a shading texture directly from the Image interface.
  • The PixelDepth material option offsets the shadow map texture to reduce self-shadowing artifacts when pixel depth is enabled.
  • Atomic::set() is now an atomic operation instead of a volatile write.
  • bitcount(), bitleast(), bitmost(), bitreverse() for uint32_t and uint64_t types have been added.
  • Added support for RGBf9Eu5 textures.
Internal Clay features
  • Cross-platform support for GLSL bitfieldExtract(), bitfieldInsert(), bitfieldReverse(), findLSB(), findMSB() functions have been added.
  • HLSL code generation related to incorrect address optimization has been fixed.
  • USD parser correctly merges child elements if the destination element has no children.
  • USD loader supports MaterialX materials and generates a MaterialX XML blob during loading.
  • GLSL compiler supports the assert() keyword, which stops compilation if an expression is zero.
  • GLSL compiler supports offsetof() and sizeof() keywords for constants, allowing structure-size validation in assertions.
  • GLSL compiler performs additional constant-based optimizations for all arithmetic operations.
  • A preprocessor bug involving incorrect inclusion of DOS-encoded (\r\n) files has been fixed.
  • An issue with incorrect propagation of the nonuniform() decoration in GLSL and HLSL shaders has been fixed.
  • Texture and Buffer D3D12 tables are now bound once per frame to reduce overhead for multiple binds.
  • Increased the number of per-frame D3D12 resource handles to 1024 * 512 to support large table resources.
  • Screen-space reflections produce artifact-free results for the forward rendering pass when depth-bias cannot be evaluated.
  • A bug with incorrect cube-texture LOD bias during upscale rendering has been fixed on all platforms (Metal not affected).
  • Sizes of all scene and render shader structures are validated with the assert() keyword.
  • NodeObject adds program hashes to self-assigned materials.
  • Support for the latest Apple devices has been added to the Info class.
  • Image class now supports mixed format conversions (FormatRGBAu4n, FormatRGBu5Au1n, FormatRu5Gu6Bu5n, FormatRGBu10Au2n, FormatRGf11Bf10, FormatRGBf9Eu5).
  • Added init() method to all Script classes. init() is called after all parameters are set. Parameter values are not available in the constructor.
  • FourierTransform supports non–power-of-two sizes with optimized multipliers for 3, 5, 6, and 7.
  • Current camera_znear value is available during shadow map rendering.
  • SceneManager::setBufferParameters() now skips manually assigned buffer sizes.

August 23, 2025

SDK 46


New Engine features:
  • Bloom post-processing.
  • Improved temporal antialiasing quality and responsiveness.
  • Added a simple procedural texture generator to SceneTexture, supporting grid, checkerboard, Perlin, fractal, noise, and blend functions.
  • MaterialMetallic and MaterialSpecular anisotropy direction is specified in the RG components of the auxiliary texture when the clearcoat option is disabled.
  • All raw data in scene, graph, and node files is now compressed.
  • Compatibility with Wayland window managers.
  • Removed WinApp platform support.
Tools changes:
  • Added NodeAnimator, NodeOscillator, NodeRotator, and NodeTransformer prefabs to the Tellusim Explorer.
  • Executor fetches the target camera transformation matrix for correct assignment to GPU-driven cameras.
  • Explorer includes controls for refraction dispersion parameters.
  • Explorer can now export and import RenderFrame settings.
  • Explorer stores separate UI settings for different desktop configurations (laptop display vs external monitor).
  • Option + F hotkey in Explorer hides all controls and maximizes the rendering viewport.
  • Project file generator now supports C#, Rust, Swift, Java, JavaScript, and Python templates.
  • Browser application interface is now based on the plugins/interface/app plugin.
Plugin changes:
  • Added plugins/interface/app plugin for simple single-window desktop applications.
  • XeSS upscaler plugin updated to the latest version with Vulkan support.
  • DLSS upscaler plugin updated to the latest version.
  • Added Stairs and Ramp primitives to plugins/objects/primitives.
  • plugins/objects/scattering plugin now supports optional fast-forward blending and a sun billboard.
New samples:
  • samples/scenes/materials/material_texture showcases procedural textures.
  • samples/scenes/scripts/script_material_background procedural background material with alpha compositing.
  • samples/scenes/scripts/script_material_filter simple post-processing material.
  • samples/scenes/scripts/script_material_split split post-processing material.
  • samples/scenes/scripts/script_mesh_update dynamic vertex buffer updates.
  • tests/manual/13_hello_interop simple CUDA API interop.
  • tests/native/vk_gtk3_window Vulkan embedding into a GTK3-based window.
  • tests/native/gl_gtk3_window OpenGL embedding into a GTK3-based window.
  • tests/native/hip_texture AMD HIP texture interop.
  • tests/platform/shared simple multi-GPU texture interop for split rendering.
  • tests/scene/mesh custom ObjectMesh initialization and dynamic updates.
Sample changes:
  • tests/geometry/refine includes UI for refining parameters.
  • tests/geometry/reduce includes UI for reduction parameters.
API changes: Internal Clay features:
  • Shader compiler optimizes integer multiplication and division by powers of two using shift operations.
  • MeshOptimizer compares floating-point formats with epsilons of 1e-3f (half), 1e-6f (float), and 1e-12f (double).
  • X11 libraries are now loaded dynamically; no X11 dependency for console applications.
  • Improved motion vector hash calculation for better stability in complex scenes.
  • WebGPU backend migrated from Emscripten to Dawn.
  • Added support for the WebGPU cull distance extension.
  • Added support for Vulkan 1.4 methods.
SDK 46

May 31, 2025

New Tellusim Documentation


We’re happy to announce the launch of our official documentation site: docs.tellusim.com!

The new portal offers a clean, searchable hub for everything Tellusim-API references, tutorials, scripting guides, and more. Whether you’re just starting out or working on advanced features, you’ll find the resources you need to build faster and better.

Check it out now at docs.tellusim.com and let us know what you think!

April 29, 2025

SDK 44


March 23, 2025

SDK 43


February 23, 2025

SDK 42


January 20, 2025

SDK 41


December 23, 2024

The Power of GPU-Driven Scenes


December 8, 2024

11 Hello Bindless


November 11, 2024

GPU texture encoder


November 9, 2024

10 Hello Image


November 8, 2024

SDK 40


September 25, 2024

09 Hello Controls


September 1, 2024

08 Hello Canvas


September 1, 2024

SDK 39


September 18, 2023

07 Hello Splatting


August 28, 2023

06 Hello Traversal


August 13, 2023

05 Hello Tracing


August 12, 2023

04 Hello Raster


July 31, 2023

03 Hello Mesh


July 7, 2023

Scene Import


June 25, 2023

02 Hello Compute


May 15, 2023

01 Hello USDZ


May 14, 2023

00 Hello Triangle


April 24, 2023

WebGPU Update


April 4, 2023

Tellusim Upscaler Demo


February 10, 2023

DLSS 3.1.1 vs DLSS 2.4.0


January 31, 2023

Dispatch, Dispatch, Dispatch


October 28, 2022

Tellusim upscaler


October 14, 2022

Upscale SDK comparison


September 20, 2022

Improved Blue Noise


June 19, 2022

Intel Arc 370M analysis


January 16, 2022

Mesh Shader Emulation


December 16, 2021

Mesh Shader Performance


October 10, 2021

Blue Noise Generator


October 7, 2021

Ray Tracing versus Animation


September 24, 2021

Ray Tracing Performance Comparison


September 13, 2021

Compute versus Hardware


September 9, 2021

MultiDrawIndirect and Metal


September 4, 2021

Mesh Shader versus MultiDrawIndirect


June 30, 2021

Shader Pipeline