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Traverse

Engineers who can see inside the frame.

Founded in Breda in 2019. Nineteen people, fifteen engineers, published rendering research and open-source tools used across the Rust graphics ecosystem.

Meet the team.

Talk directly with the people building the renderer, investigating the workload and integrating the result.

Jasper Bekkers

Jasper Bekkers

Founder & CEO

Max de Danschutter

Team Lead

Hannes Vernooij

Rendering Engineer

Luca Quartesan

Research Engineer

Emilio Laiso

Emilio Laiso

Rendering Engineer

Marijn Suijten

Marijn Suijten

Developer

Jasper de Winther

Rendering Engineer

Kamen Yovchevski

Generalist Programmer

Manon Oomen

Operations

Konstantin Kozacisce

Engineer

Luuk Asmus

Engineer

Alex Vreeland

Engineer

The relationships behind the work.

19people in Breda
15engineers across engine, rendering and machine learning

We are one company with two labels.

Traverse Games is our co-development label for studios and publishers. Traverse Research is our rendering, GPU and machine-learning R&D label for hardware and engine partners. Both draw on the same engineering organisation.

Traverse Research B.V. was founded by Jasper Bekkers in 2019. The company is based in Breda, Netherlands, with 15 engineers across engine/generalist, rendering and machine-learning disciplines, plus four people in leadership and operations.

Direct access to the team

The engineers doing the work are the people your technical leads talk to. We start with a 16-week commitment that includes ramp-up, working in four-week sprints with build reviews every two weeks.

From hardware questions to public results

Our early work included micro-benchmarking for Imagination Technologies. Since then, the work has grown across game studios, GPU vendors and mobile hardware teams. The Rust Foundation’s member spotlight names AMD, Arm, Intel, Samsung, Qualcomm, Embark Studios and Applied Intuition among the companies we serve.

In October 2023, we demonstrated a ray-tracing showcase for Samsung’s upcoming Galaxy S24 release. In 2025, researchers from Samsung and Traverse co-authored Neural Radiance Cache Implementation on Mobile GPU for SIGGRAPH Asia. The showcase · The publication.

Research you can read

The work spans material appearance, light transport and the cost of running neural techniques inside a renderer. Breda gives us a shared implementation environment for those questions.

Open source with a life beyond Traverse

We created gpu-allocator, a Rust GPU memory allocator for Vulkan, DirectX 12 and Metal. By 12 September 2026 it had recorded 19,213,299 package downloads on crates.io. hassle-rs, our cross-platform DirectX Shader Compiler bindings, had recorded 5,506,866. gpu-allocator · hassle-rs.

gpu-allocator is also used in Firefox’s graphics dependency stack. Mozilla vendors the crate and wgpu-hal declares it for native graphics backends. See the Mozilla source and our full open-source inventory.

Our engineers also contribute to and maintain ash, ndk and the rust-mobile ecosystem. We distinguish projects we created from those we help maintain. The open-source ecosystem inventory documents both, alongside our participation in Khronos and our sponsorship of Rust tooling.

We work with Breda University of Applied Sciences and Utrecht University, connecting research, education and implementation.

Helping the graphics community meet

Our founder Jasper Bekkers co-founded the Graphics Programming Conference with Johan Andersson and Matthäus Chajdas. Established in 2024, GPC brings real-time and interactive graphics programmers together in Breda. Meet the organisers.

Explore GPC · Publications and talks · Partner network · The Traverse timeline.

Life in Breda

Our office is at Chasséveld 15f, 4811 DH Breda, close to the city’s graphics and game-development community. Meet the team and talk about your project.

A product of our own

Evolve is our cross-platform GPU and AI benchmark, launched in March 2025 and run in-house by Qualcomm and Samsung. It is the one thing we make that you can license and run yourself rather than commission, and LTT Labs has published an independent evaluation of it. Explore Evolve.

Meet the people behind the work.

Jasper BekkersFounder & CEO

Founded Traverse Research in 2019. Based in Breda, Netherlands.

Max de DanschutterTeam Lead
Hannes VernooijRendering Engineer

Works on material appearance and rendering research. Author of A Fresnel Model for Coated Materials, published at Eurographics 2024.

Luca QuartesanResearch Engineer

Works on neural material representation and radiance caching. Author of NeuBTF at SIGGRAPH Asia 2022 and co-author of the mobile neural radiance cache published at SIGGRAPH Asia 2025.

Emilio LaisoRendering Engineer

Works on real-time ray tracing, light transport and volumetrics in Evolve. Previously part of the rendering team at Codemasters.

Marijn SuijtenDeveloper

Works across the Rust graphics ecosystem, Linux and Android, with a focus on low-level platform integration, graphics APIs and open-source infrastructure.

Jasper de WintherRendering Engineer

Works on mobile rendering and neural techniques. Co-author of the mobile neural radiance cache published at SIGGRAPH Asia 2025 and a contributor to the Moving Mobile Graphics course at SIGGRAPH 2026.

Kamen YovchevskiGeneralist Programmer
Manon OomenOperations
Konstantin KozacisceEngineer
Luuk AsmusEngineer
Alex VreelandEngineer
Careers at Traverse

Shipped experience from Frostbite to Codemasters.

Jasper Bekkers, Founder. Previously Rendering Engineer at DICE.

Battlefield 3, Battlefield 4, Battlefield Hardline, Star Wars Battlefront, Mirror’s Edge Catalyst, Dragon Age: Inquisition, Need for Speed, Plants vs. Zombies: Garden Warfare, Rory McIlroy PGA Tour

Earlier at Nixxes: Deus Ex: Human Revolution Director’s Cut

Emilio Laiso, Rendering Engineer. Previously Codemasters.

DiRT 5

Traverse Research + Traverse Games

Let’s turn a good question into working software.

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