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Babylon.js 9.0 brings clustered lighting and Gaussian splats

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Babylon.js just launched version 9.0, calling it the framework's biggest update yet. The release introduces Clustered Lighting to render thousands of lights smoothly across WebGPU and WebGL 2, alongside a Frame Graph pipeline that cuts GPU memory by up to 40%. It also rolls out a Node Particle Editor and expands Gaussian Splat support built with Adobe.

Babylon.js 9.0 brings clustered lighting and Gaussian splats
Image: blogs.windows.com

Babylon.js 9.0 is an open-source web rendering engine designed to bring desktop-class 3D graphics directly into the browser without native plugins.

The headline upgrade in version 9.0 is all about pushing visual fidelity without crashing the browser, tackling lighting bottlenecks and heavy memory footprints head-on.

What you can do with it

The marquee feature is Clustered Lighting. Traditionally, web scenes with dozens of lights tank performance because every single pixel evaluates every light source in the scene.

Babylon.js 9.0 divides the screen space into tiles and depth slices. Pixels only calculate illumination from the lights that actually touch them. You can now throw hundreds or thousands of active lights into a scene and maintain smooth framerates across both WebGPU and WebGL 2.

Area lights also gained emission textures. You can project realistic patterns from image textures, mimicking church stained glass windows, glowing monitor panels, or custom studio softboxes with physically accurate emission.

There is also a new Volumetric Lighting system. It handles atmospheric light scattering with customizable phase and extinction parameters, running on WebGPU compute shaders with graceful fallbacks for WebGL 2.

For 3D capture workflows, Adobe contributed to expanding Gaussian Splat support. Version 9.0 handles .PLY, .splat, .SPZ, and .SOG formats, adds shadow casting and triangular splatting, and lets you compose multiple independent splats inside one unified scene with proper global sorting.

Character animators get animation retargeting. You can map a single animation set onto completely different rigs, even when bone counts, naming conventions, and proportions do not match.

Architecture and toolchain updates

Under the hood, Babylon.js promoted its Frame Graph pipeline to v1. It models your entire render pipeline as a directed acyclic graph, dynamically reusing textures and optimizing resource passes.

The team reports that this architecture yields GPU memory savings of 40% or more in real-world scenes. You can inspect and rebuild passes visually in the Node Render Graph Editor or set it up purely through code.

FX artists also get the Node Particle Editor. It mirrors the familiar Node Material workflow, letting you hook up emitters, flow maps for screen-space directional force, and point attractors or repulsors with real-time feedback.

The engine remains open-source under the Apache license. You can install it via npm or inspect the new feature showcases directly in the official Babylon.js playground and documentation demos.

Why it matters

If you build browser games, CAD viewers, interactive configurators, or digital twins, Babylon.js 9.0 eliminates two huge headaches: light counts and VRAM exhaustion. Dropping GPU memory usage by up to 40% means your web app runs reliably on mid-range laptops and mobile chips instead of crashing the browser tab.

While Three.js remains the dominant lightweight library, Babylon.js continues to win on complete, enterprise-grade tooling. Having built-in visual editors for materials, frame graphs, particles, and retargeting means developers spend less time cobbling together third-party extensions. It is well worth updating your stack today.

Sources (1)

  1. [1]
    blogs.windows.com(opens in a new tab)Originalblogs.windows.com

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