Evergine Moves Gaussian Splat Processing to the GPU

Evergine's November 2026 release moves its Gaussian Splatting add-on to GPU compute shaders and adds PLY, SPZ, KSplat, LCC and LCC2 loading with auto-detection.

Evergine's November 2026 release moves its Gaussian Splatting add-on to GPU compute shaders and adds PLY, SPZ, KSplat, LCC and LCC2 loading with auto-detection.

Michael Rubloff

Michael Rubloff

Michael is the Founder and Managing Editor of Radiancefields.com

Evergine Gaussian Splatting

Plain Concepts has released the November 2026 version of Evergine, which moves the engine's Gaussian splatting add-on onto the GPU with compute shaders.

The add-on previously projected each splat to a 2D ellipse and evaluated its view dependent color in the vertex shader, repeating that work for every vertex of every splat. On DirectX 12, Vulkan, Metal and WebGPU, a compute pass now processes each splat once per frame from a compact GPU layout before drawing, and the sort that orders splats for blending also runs on the GPU. The add-on has supported WebGPU since Evergine's May release, which also added SOG, and browsers with WebGPU now take the compute path. WebGL remains a fallback, with splats sorted in a web worker so the page does not block.

Two new GSplatMesh properties set the balance between quality and cost. MinContribution skips splats whose contribution to the screen falls below a threshold, and SortIntervalMs sets a minimum time between sorts, so the order can run a few milliseconds behind while the camera moves and is exact once it stops.

The add-on now reads uncompressed PLY in ASCII and binary, SPZ, including the version 4 format Niantic Spatial released in May as well as older gzip files, KSplat, and XGRIDS LCC and LCC2, the chunked format XGRIDS introduced in June. Those join compressed PLY, .splat and an improved SOG reader. The add-on detects each format from file content, not the extension. LCC and LCC2 load as folders, with LCC storing levels of detail in a spatial grid and LCC2 splitting a scene into chunks stored as SOG or SPZ.

A selection texture marks splats for highlighting, and per splat labels can color a scene by segment, for example to display the output of an AI segmentation model. The add-on also moves to .NET 10, loads faster with lower memory use, and reports why a file fails to load.

Plain Concepts has also published splat.evergine.com, a free browser viewer built on the add-on. The viewer opens dropped files or folders, uses WebGPU with WebGL as a fallback, and offers orbit and free cameras, a transform panel, a Gaussian center display, a performance panel and a High Performance mode for phones and tablets. The same viewer runs on every platform Evergine supports, including desktop, mobile and XR.

Plain Concepts says it already has an internal stochastic renderer that removes the need for alpha blending and improves performance by 40% to 60%, and that it is developing streaming and automatic collision generation from captures. Elsewhere in the release, Evergine moves to Jolt Physics, makes DirectX 12 its default backend and adds Android XR support, starting with XREAL AURA glasses.

The Evergine.GaussianSplatting add-on is available now from the Add-ons Manager in Evergine Studio.

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The week in radiance fields, every Monday.

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The week in radiance fields, every Monday.