Dispersion
One ray. Many colors.
Split light into its constituent wavelengths.
Lyra explores what happens when light becomes a spectrum, surfaces gain depth and motion becomes more expressive. The Beta 2 roadmap brings those ideas together in the Atlas you already know.

Release preview based on the Beta 2 roadmap. Features are targets, not a completion checklist.
Follow developmentBeyond three channels, a whole spectrum. Spectral rendering is at the heart of Lyra’s Photon roadmap, opening the door to richer interactions between light and matter.
One ray. Many colors.
Split light into its constituent wavelengths.
Light leaves a signature.
Explore the patterns formed by focused light.
Give light room to breathe.
Bring depth to the space between surfaces.
Keep the world moving.
Denoising and ReSTIR DI join the path toward real-time Photon.

A shimmer that changes as you move. Light that passes through, or travels beneath the surface. Lyra’s material roadmap is about the details that make a world feel tangible.
Color that shifts with your point of view. Iridescence brings a new dimension to Photon’s material palette.
Displacement and tessellation target real geometric detail, taking surfaces beyond a flat silhouette.
The PBR roadmap pairs SSR and DDGI fixes with transmission, refraction and Fresnel.
Photon’s planned iridescence and SSS expand the way light interacts with a material.

Not everything is rigid. Beta 2’s Bezel Jolt roadmap introduces soft bodies and cloth simulation, giving movement a more flexible vocabulary.
Objects with room to bend, compress and respond. Soft-body simulation adds deformation to Bezel Jolt’s physics toolkit.
Draped fabric, hanging banners and flexible surfaces. Cloth brings a new layer of movement to the Beta 2 roadmap.
Also under consideration: a Bezel Native revamp, listed as optional in the roadmap.
The next chapter reaches beneath the surface, too. A shared shader language, stronger Vulkan support and Windows and Linux builds are part of the plan to bring Atlas to more creators.
A common language.
Engine and Photon shader migrations lay the groundwork for a more portable rendering stack.
A wider horizon.
Better Opal support and the Vulkan Ray Tracing API extend the roadmap beyond the existing Metal path.
More places to begin.
Dedicated platform builds are a Beta 2 target. Follow the available packages as development progresses.
Move engine shaders to Slang.
Improve Vulkan backend support.
Move Photon to spectral rendering.
Dispersion, volumes and accurate caustics.
Iridescence and subsurface scattering in Photon.
Denoising and ReSTIR direct illumination.
Techniques to make Photon real-time.
SSR and DDGI fixes; transmission, refraction and Fresnel.
Physical geometry displacement and tessellation.
Bezel Jolt soft bodies and cloth simulation.
Move Photon to Slang in preparation for Windows.
Vulkan Ray Tracing API support.
Build Atlas for Windows and Linux.
Bezel Native’s revamp is optional. Milestone numbering follows the source roadmap. This preview uses existing Atlas imagery and labeled concept illustrations; it does not announce general availability or platform parity.
Open source. Built with curiosity. Follow Lyra’s progress, explore available builds, and help shape what comes next.

Meet Atlas. Find your starting point. Go beyond.