In depth / GPU rendering
Ray tracing animated crowds
Animating large crowds in a ray-traced world. How we handle GPU animation, shared state and acceleration structures in the Breda renderer.
Inside the implementation
Work with usThe Traverse blog
Rendering, GPU engineering and the systems around them. Technical articles from the people writing the code.
In depth / GPU rendering
Animating large crowds in a ray-traced world. How we handle GPU animation, shared state and acceleration structures in the Breda renderer.
Inside the implementation17 articles. The details, trade-offs and code behind the work.
17 articles
restir
Inside Breda’s ReSTIR-based diffuse GI system, from candidate rays and temporal reuse to denoising and irradiance caching.
Read articledenoising
In this blog post, I’ll write about how I recreated the OIDN U-Net DNN using Rust and HLSL compute shaders, and about my time as an Intern at Traverse Research.
Read articlegraphics
Hi there, I’m Jason de Wolff. Currently, I am in my 2nd year at Breda University of Applied Sciences, I was offered to do an internship here at Traverse Researchduring the summer break. During these 8 weeks, my…
Read articledirected acyclic graph
In this post, we’d like to walk you through the steps of creating a Directed Acyclic Graph, or DAG, that we use at Traverse Research for our in-house rendering framework, Breda, to do mirco-polygon rendering. This is…
Read articleray tracing
At Traverse Research we are always looking to improve ray-tracing performance. A large factor for optimizing this is building the right and best acceleration structure, usually a BVH nowadays. In the past year, we…
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Let’s start with some general stuff first; this will be an introductory post about the Render Graph developed at Traverse Research, intended for people already falmiliar with the basics of GPU programming. The main…
Read articlegame development
In this post, we’ll go over the basic building blocks of our real-time volumetric rendering process in the Breda graphics framework (developed at Traverse Research). This post is aimed at people experienced with…
Read articleEngineering
In this blog post, I’ll take a deep dive into how we build our CDF for light sampling on the GPU at Traverse Research. I’ll give a quick rundown of what everything is, why you need it and finally how we made it run…
Read articleEngineering
This blog post is aimed towards people with an interest in graphics who have knowledge about BRDFs and the math involved. In this post we will briefly go over how the layered material model we implemented works.
Read articlemachine learning
After a long time without conferences, this year, the Traverse Research team will be traveling to the SIGGRAPH 2022 conference in Daegu, Korea! While we’re there we’ll happily talk to folks about the projects we have…
Read articlevalidation
With a bindless rendering pipeline in place as covered in the previous blogs, we are now faced with the problem of not being able to validate resource access yet. At the moment (of writing this blog) the validation…
Read articleandroid
Rust is an amazing language. It has allowed us at Traverse Research to develop with much greater speed and courage thanks to additional safety guarantees (bar the few Foreign Function Interface crates that we…
Read articlerender graph
Designing an efficient renderer can be quite a tough task. Especially with the new low-level graphics APIs like DirectX 12 and Vulkan where it is now up to the graphics programmer to remove all small inefficiencies.
Read articlevulkan
In this continuation of bindless rendering: setup, we now shift our focus to using bindless resources in shaders. Previously we were using *RenderResourceHandles *to index the descriptor heap, but this still forces the…
Read articlevulkan
This is the first of a three-part series on writing a modern bindless rendering pipeline.
Read articlegraphics
There are probably many of you out there with an old Mitsuba project that used to work, but you can’t get it to compile anymore. Or even worse, you received a project from a previous supervisor student, and well, it…
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