Genesis Roadmap — What's Coming Next | Unreal Engine Camera Tracking
// 12-Month Roadmap · Live Document

What's Next
For Genesis.

A transparent look at the features we're building over the next twelve months — and the philosophy behind how we ship them.

Last Updated · May 2026

7
Major Features Planned
~12
Month Timeline
100%
Free For Active Subscribers
// The Roadmap

Building Out
The Pipeline

Listed in approximate order of release. We've left exact dates off the page intentionally — we'd rather ship great work than miss arbitrary deadlines.

01
● In Progress Phase 01 · Performance

Speed & Workflow Improvements

Get your camera tracked faster, with more flexibility throughout the entire process. Reconstruct your environment mesh in the background while you continue to iterate, plus deep optimization passes across the entire solving pipeline.

  • Background mesh reconstruction — keep working while Genesis builds your scene
  • Targeted optimization for the slowest stages of the solve pipeline
  • More flexible mid-solve workflow — adjust without restarting from zero
02
○ Up Next Phase 02 · Reconstruction

Dedicated Mesh Reconstruction

Capture quick scene walkthroughs and reconstruct a high-detail, dedicated environment mesh — completely separate from your tracking footage. Then align that mesh to your camera solves to unlock cleaner shadow catchers, better holdouts, and a foundation for solving shots with limited or no parallax.

  • Capture-driven mesh creation from dedicated walkthrough footage
  • Higher fidelity than tracking-based reconstruction
  • Foundation for tripod and limited-parallax solves
03
Planned Phase 03 · Masking

Automatic Object Masking

Remove unwanted moving elements from your tracking solve in just a few clicks — vehicles, people, animals, foreground rigs. The same masking system also lets you isolate moving objects for our object tracking workflow.

  • Click-to-mask workflow with intelligent edge detection
  • Removes moving elements that pollute the tracking solve
  • Direct integration with the upcoming object tracking system
04
Planned Phase 04 · Object Tracking

Object & Face Tracking

Track isolated moving objects, vehicles, or faces in any shot — independent of your main camera solve. Attach CG elements to a moving subject with the same Unreal-native workflow you already know.

  • Track moving objects independent of the camera solve
  • Face tracking for character work and digital makeup
  • Native Unreal workflow — no external tools required
05
Planned Phase 05 · Distortion

STMaps & Advanced Distortion Workflows

Drop Genesis into any pipeline. Generate STMaps automatically from tracked footage for full distortion round-tripping with Nuke, Fusion, or any other comp software — and bring external distortion data back in seamlessly.

  • Automatic STMap generation from tracked footage
  • Round-trip distortion to and from external comp software
  • Integration with established external lens calibration pipelines
06
Planned Phase 06 · Anamorphic

Advanced Anamorphic Solves

Properly track anamorphic footage with advanced distortion modeling built specifically for the unique characteristics of anamorphic lenses — squeeze ratios, oval bokeh distortion, and the curvature unique to each lens design.

  • Anamorphic-specific distortion modeling
  • Support for varying squeeze ratios
  • Built for the cinematic look filmmakers actually shoot
07
Planned Phase 07 · Static Solves

Static & Limited-Parallax Camera Solves

The hardest tracking problem — solved. Track tripod shots, locked-off plates, and shots with very little parallax using either scanned environment meshes or our dedicated tripod solver. No more "I couldn't get a track" because the camera didn't move enough.

  • Dedicated tripod solver for static shots
  • Use scanned or reconstructed meshes to aid limited-parallax solves
  • Solves the most common tracking failure case in indie filmmaking
// How We Build

Our Development
Philosophy

A few principles that shape what we ship — and how.

// 01
Ship Quality, Not Promises

We don't list firm release dates because we won't ship a feature that isn't ready. The roadmap reflects our genuine intent — not marketing copy.

// 02
100% AI-Free Algorithm

Genesis uses real, traditional computer vision — not generative AI. Every feature on this roadmap maintains that commitment. Predictable, deterministic, and reliable.

// 03
Built For Unreal, First & Always

Every feature is designed to extend the Unreal pipeline — not bolt onto it. That principle shapes every decision we make about what to build and how.

// 04
Updates Are Included

Every feature on this roadmap is included automatically with active subscriptions and within your perpetual license update window. No upcharges, no premium tiers.

// Get Started

Get In On The
Ground Floor.

Every feature on this roadmap is coming free to active Genesis subscribers and perpetual license holders within their update window. Lock in your access today.