Novolis.Rendering.Runtime
2026.1.1.76
dotnet add package Novolis.Rendering.Runtime --version 2026.1.1.76
NuGet\Install-Package Novolis.Rendering.Runtime -Version 2026.1.1.76
<PackageReference Include="Novolis.Rendering.Runtime" Version="2026.1.1.76" />
<PackageVersion Include="Novolis.Rendering.Runtime" Version="2026.1.1.76" />
<PackageReference Include="Novolis.Rendering.Runtime" />
paket add Novolis.Rendering.Runtime --version 2026.1.1.76
#r "nuget: Novolis.Rendering.Runtime, 2026.1.1.76"
#:package Novolis.Rendering.Runtime@2026.1.1.76
#addin nuget:?package=Novolis.Rendering.Runtime&version=2026.1.1.76
#tool nuget:?package=Novolis.Rendering.Runtime&version=2026.1.1.76
Novolis.Rendering.Runtime
Flat runtime scene data and the IRayTracingBackend contract shared by CPU, ILGPU, and Vulkan path tracers. Host-neutral — no window or GPU draw calls.
Install
dotnet add package Novolis.Rendering.Runtime
Prerequisites: .NET 10 SDK (net10.0), Novolis.Rendering.Presentation.Abstractions.
Quick start
using Novolis.Rendering.Backends.Cpu;
using Novolis.Rendering.Runtime;
IRayTracingBackend backend = new CpuRayTracingBackend();
await backend.ResizeAsync(640, 480);
await backend.UploadSceneAsync(compiledScene);
var camera = CameraSnapshot.LookAt(
new Vector3(1.2f, 0.8f, 2f), Vector3.Zero, Vector3.UnitY, 60f, 640f / 480f);
await backend.RenderAsync(camera, sampleIndex: 0);
backend.Output.TryGetCpuPixels(out var pixels, out var w, out var h);
Progressive rendering: increment sampleIndex each frame or call ResetAccumulation() when the camera moves. SampleCount reflects integrated samples since the last reset.
Quick start — ray math
var dir = CameraSnapshotViewBasis.PrimaryRayDirection(in camera, u: 0.5f, v: 0.5f);
API
| Type | Role |
|---|---|
IRayTracingBackend |
Resize, upload, render, output, accumulation |
CompiledScene |
Triangles, materials, lights, BVH nodes/order |
CameraSnapshot |
Observer pose + FOV; LookAt, FromObserver |
CameraSnapshotViewBasis |
Primary ray direction helpers |
GpuTriangle |
World triangle + material index |
GpuMaterial / MaterialModel |
Blittable shading parameters |
GpuLight / GpuLightKind |
Runtime light records |
Related
| Package | Role |
|---|---|
Novolis.Rendering.Compile |
Build CompiledScene from authoring Scene |
Novolis.Rendering.Backends.Cpu |
Reference CPU path tracer |
Novolis.Rendering.Backends.Igpu |
ILGPU compute backend |
Novolis.Rendering.Backends.Vulkan |
Vulkan compute backend |
Novolis.Rendering.Presentation.Abstractions |
IRenderOutput for presenters |
More documentation
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- Novolis.Math.Geometry (>= 2026.1.1.57)
- Novolis.Rendering.Presentation.Abstractions (>= 2026.1.1.76)
NuGet packages (8)
Showing the top 5 NuGet packages that depend on Novolis.Rendering.Runtime:
| Package | Downloads |
|---|---|
|
Novolis.Rendering.Materials
Authoring materials and compile-to-GpuMaterial helpers. |
|
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Novolis.Rendering.Compile
Scene compilation into flat runtime structures and BVH. |
|
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Novolis.Rendering.Backends.Cpu
CPU path tracing backend with progressive accumulation. |
|
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Novolis.Rendering.Backends.Vulkan
Vulkan-named path tracing backend. GPU Shaderc/Vulkan lives in Novolis.Silk.Compute; this package keeps IRayTracingBackend via CPU fallback. |
|
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Novolis.Rendering.Backends.Igpu
ILGPU ray tracing backend (GPU compute with CPU fallback). |
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 2026.1.1.76 | 0 | 10/6/2026 |
| 2026.1.1.75 | 32 | 10/5/2026 |
| 2026.1.1.74 | 37 | 10/5/2026 |
| 2026.1.1.73 | 36 | 10/5/2026 |
| 2026.1.1.72 | 59 | 10/4/2026 |
| 2026.1.1.71 | 106 | 10/1/2026 |
| 2026.1.1.70 | 91 | 9/30/2026 |