Babylon.js V9.0: 3DGS Gets Shadows, SOGs, and Triangle Splatting Support Announced

A major release just dropped for Babylon.js

A major release just dropped for Babylon.js

Michael Rubloff

Michael Rubloff

Michael is the Founder and Managing Editor of Radiancefields.com

Miris

Babylon.js 9.0 is here, and with it comes another significant leap forward for radiance field rendering on the web. Building on the foundation laid in V8, which introduced dedicated Gaussian Splatting mesh and material classes, Node Material Editor integration, and major performance optimizations, the 9.0 release deepens the engine’s commitment to real time splatting with a slate of features that bring Babylon closer to being a full-fledged production pipeline for radiance field content.

Here’s a breakdown of the key splatting updates arriving in V9.

One of the most requested features in the Babylon.js community has landed. Gaussian Splatting meshes can now cast shadows. Because splats are rendered using alpha blending, the shadow implementation requires transparency shadow support to be enabled on the shadow generator. Now developers can ground their splats with contact hardening shadows.

Babylon.js now supports the SOG/SOGS compressed format from Fraunhofer HHI’s Self-Organizing Gaussians research. SOG is a compression scheme that dramatically reduces file sizes for Gaussian Splatting data. Cedric Guillemet shipped it as part of the 8.30.4 release cycle that rolls into the V9 milestone.

The V8 cycle introduced Niantic’s SPZ format and Spherical Harmonics support. V9 continues to refine the loader pipeline, with the SPZ importer now supporting a flipY option for handling vertically flipped file outputs. The broader splat file loader has also been improved. Babylon now supports loading .splat, .ply, .spz, and .sog files through a unified loading path, making it straightforward to work with splat data regardless of its origin.

Gaussian Splatting rendering now works correctly with orthographic cameras. This may sound like a small change, but it opens up important use cases: architectural visualization, isometric game views, technical documentation, and any scenario where perspective distortion needs to be eliminated.

Perhaps what will generate the most buzz is initial support for Triangle Splatting, the radiance field technique introduced by researchers at the University of Liège and UCLouvain that replaces semi-transparent Gaussian ellipsoids with opaque triangular geometry.

Triangle Splatting produces a mesh of opaque, vertex colored triangles stored in standard PLY files. Babylon can already load and render these—the key is applying an unlit vertex color material with backface culling disabled. The documentation now includes the recommended material setup:

const material = new BABYLON.StandardMaterial("unlitVertexColorMat", scene);
material.disableLighting = true;              
material.emissiveColor = new BABYLON.Color3(1, 1, 1);
material.diffuseColor = new BABYLON.Color3(1, 1, 1);
material.backFaceCulling = false;
const material = new BABYLON.StandardMaterial("unlitVertexColorMat", scene);
material.disableLighting = true;              
material.emissiveColor = new BABYLON.Color3(1, 1, 1);
material.diffuseColor = new BABYLON.Color3(1, 1, 1);
material.backFaceCulling = false;
const material = new BABYLON.StandardMaterial("unlitVertexColorMat", scene);
material.disableLighting = true;              
material.emissiveColor = new BABYLON.Color3(1, 1, 1);
material.diffuseColor = new BABYLON.Color3(1, 1, 1);
material.backFaceCulling = false;
const material = new BABYLON.StandardMaterial("unlitVertexColorMat", scene);
material.disableLighting = true;              
material.emissiveColor = new BABYLON.Color3(1, 1, 1);
material.diffuseColor = new BABYLON.Color3(1, 1, 1);
material.backFaceCulling = false;

What makes Triangle Splatting exciting is what it inherits from being opaque geometry: correct depth testing and occlusion without per-frame sorting, compatibility with standard rendering pipelines, potential for dynamic LODs, and, crucially, the possibility of relighting. As Cedric noted in the forums, opaque geometry solves many of the compositing challenges that make traditional Gaussian Splats difficult to integrate into mixed scenes. The research team also since released Triangle Splatting+, which pushes the technique further with fully opaque, differentiable rendering.

It’s worth noting that the differentiable renderer needed for training Triangle Splats currently depends on CUDA, so the training side remains a GPU compute workload. But the inference, loading and rendering the resulting triangle meshes, works today in Babylon.js on any WebGL or WebGPU device.

V9 also refines the multi part scene composition workflow for Gaussian Splatting. Developers can now combine multiple splat assets into a single scene while maintaining global sort order, attach parts to a root container, and independently transform each component. Each part supports independent visibility controls, and a new GPU based picking system enables accurate selection of individual splat parts.

The Gaussian Splatting material now integrates with Babylon.js’s material plugin system via MaterialPluginBase. This lets developers extend the splatting shader pipeline with custom effects without forking the core material code.

Looking at the open issues on the Babylon.js GitHub, the team has GS LOD (level-of-detail) streaming on the roadmap, a feature that PlayCanvas has already shipped and that would be transformative for large scale splat scenes on resource constrained devices. Babylon.js appears to be positioning itself not just as a viewer for radiance field data, but as a platform where splats are as composable, editable, and production ready as traditional meshes.

Babylon.js remains open-source under the Apache 2.0 license. The full changelog is available on GitHub, and the Gaussian Splatting documentation has been updated to reflect all of the new features.

Featured

Recents

Platforms

Arrival.Space 2026.10 Lets Visitors Talk to AI Characters in Real Time

Arrival.Space 2026.10 adds real-time voice NPCs that answer aloud and act while visitors talk, plus click-aware Vibes and finer Gaussian splat detail.

Michael Rubloff

Oct 14, 2026

Platforms

Arrival.Space 2026.10 Lets Visitors Talk to AI Characters in Real Time

Arrival.Space 2026.10 adds real-time voice NPCs that answer aloud and act while visitors talk, plus click-aware Vibes and finer Gaussian splat detail.

Michael Rubloff

Platforms

Gauzilla Pro Adds BIM Import, Overlaying Design Models on 4D Gaussian Splat Time-Lapses

Gauzilla Pro adds BIM import, overlaying design models on as-built Gaussian splats across its 4D time-lapse and rendering the scenes with AI-enhanced imaging.

Michael Rubloff

Oct 14, 2026

Platforms

Gauzilla Pro Adds BIM Import, Overlaying Design Models on 4D Gaussian Splat Time-Lapses

Gauzilla Pro adds BIM import, overlaying design models on as-built Gaussian splats across its 4D time-lapse and rendering the scenes with AI-enhanced imaging.

Michael Rubloff

Platforms

NVIDIA Isaac Sim 6.2.0 Turns On Gaussian Depth and Albedo by Default for NuRec Scenes

NVIDIA Isaac Sim 6.2.0 enables Gaussian accumulated depth and albedo by default for NuRec scenes, and NuRec replay no longer strips depth from its output.

Michael Rubloff

Oct 14, 2026

Platforms

NVIDIA Isaac Sim 6.2.0 Turns On Gaussian Depth and Albedo by Default for NuRec Scenes

NVIDIA Isaac Sim 6.2.0 enables Gaussian accumulated depth and albedo by default for NuRec scenes, and NuRec replay no longer strips depth from its output.

Michael Rubloff

Platforms

ComfyUI-InfiniSplat Brings the InfiniSplat Single-Image Gaussian Splatting Model to ComfyUI

ComfyUI-InfiniSplat 0.1.3 brings the InfiniSplat single-image Gaussian splatting model to ComfyUI, with native Preview Splat output and Gaussian PLY export.

Michael Rubloff

Oct 12, 2026

Platforms

ComfyUI-InfiniSplat Brings the InfiniSplat Single-Image Gaussian Splatting Model to ComfyUI

ComfyUI-InfiniSplat 0.1.3 brings the InfiniSplat single-image Gaussian splatting model to ComfyUI, with native Preview Splat output and Gaussian PLY export.

Michael Rubloff

Trending Articles
  1. TRENDING
    Loading...
  2. TRENDING
    Loading...
  3. TRENDING
    Loading...
Michael Rubloff

Written by Michael Rubloff

Michael is the Founder and Managing Editor of Radiancefields.com

More from Michael Rubloff

More from Michael Rubloff

Platforms

Arrival.Space 2026.10 Lets Visitors Talk to AI Characters in Real Time

Arrival.Space 2026.10 adds real-time voice NPCs that answer aloud and act while visitors talk, plus click-aware Vibes and finer Gaussian splat detail.

Michael Rubloff

Oct 14, 2026

Arrival Space

Platforms

Arrival.Space 2026.10 Lets Visitors Talk to AI Characters in Real Time

Michael Rubloff

Oct 14, 2026

Arrival Space

Platforms

Arrival.Space 2026.10 Lets Visitors Talk to AI Characters in Real Time

Arrival.Space 2026.10 adds real-time voice NPCs that answer aloud and act while visitors talk, plus click-aware Vibes and finer Gaussian splat detail.

Michael Rubloff

Oct 14, 2026

Arrival Space

Platforms

Gauzilla Pro Adds BIM Import, Overlaying Design Models on 4D Gaussian Splat Time-Lapses

Gauzilla Pro adds BIM import, overlaying design models on as-built Gaussian splats across its 4D time-lapse and rendering the scenes with AI-enhanced imaging.

Michael Rubloff

Oct 14, 2026

Gauzilla Pro

Platforms

Gauzilla Pro Adds BIM Import, Overlaying Design Models on 4D Gaussian Splat Time-Lapses

Michael Rubloff

Oct 14, 2026

Gauzilla Pro

Platforms

Gauzilla Pro Adds BIM Import, Overlaying Design Models on 4D Gaussian Splat Time-Lapses

Gauzilla Pro adds BIM import, overlaying design models on as-built Gaussian splats across its 4D time-lapse and rendering the scenes with AI-enhanced imaging.

Michael Rubloff

Oct 14, 2026

Gauzilla Pro

Platforms

NVIDIA Isaac Sim 6.2.0 Turns On Gaussian Depth and Albedo by Default for NuRec Scenes

NVIDIA Isaac Sim 6.2.0 enables Gaussian accumulated depth and albedo by default for NuRec scenes, and NuRec replay no longer strips depth from its output.

Michael Rubloff

Oct 14, 2026

NVIDIA Isaac Sim

Platforms

NVIDIA Isaac Sim 6.2.0 Turns On Gaussian Depth and Albedo by Default for NuRec Scenes

Michael Rubloff

Oct 14, 2026

NVIDIA Isaac Sim

Platforms

NVIDIA Isaac Sim 6.2.0 Turns On Gaussian Depth and Albedo by Default for NuRec Scenes

NVIDIA Isaac Sim 6.2.0 enables Gaussian accumulated depth and albedo by default for NuRec scenes, and NuRec replay no longer strips depth from its output.

Michael Rubloff

Oct 14, 2026

NVIDIA Isaac Sim

New to Gaussian Splatting? Start here

Radiance fields, explained from the ground up: what a Gaussian splat is, how to capture one, and which tools and gear to start with.

Newsletter

Keep up with the field.

New research, tools and captures from the Radiance Fields newsroom, in your inbox. Free, no spam.