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Our history / Breda, Netherlands

From three desks to a rendering ecosystem.

Founded in Breda in 2019. Built through hardware research, game engineering, open source and a community that keeps growing.

Start at the beginning
The story so far2019to2026

Hardware. Games. Research. Community.

Jasper Bekkers
I left Breda to learn this. I came back to build it.
Jasper BekkersFounder & CEO
The founder’s story

2019

The beginning

Three desks. The first hardware questions.

Traverse Research was founded in Breda in July 2019. Three desks and a question that would shape the company. How will games run on hardware that does not exist yet?

Early micro-benchmarking work for Imagination Technologies included a pre-silicon ray-tracing benchmark suite. Rendering research and hardware understanding were connected from the start.

Where the hardware research led

2020

Open source / Breda framework

Building the infrastructure to build on.

Traverse joined the Khronos Group in June. Our Rust-based Breda framework connected Vulkan through ash and DirectX 12 through winapi, with windows-rs adopted later.

November brought the first major gpu-allocator release, infrastructure that would later appear in Firefox’s graphics dependency stack.

Explore the open-source ecosystem

2021

Games / Simulation / Light transport

From GPU questions to shared game builds.

Our engagement with Embark Studios began in January. Applied Intuition followed in May, the same month Breda’s first real-time path tracer was implemented.

AMD research added another hardware perspective. The work now connected game studios, simulation needs and the architectures beneath them.

The Embark collaboration
A rendering capture from the Breda framework’s published archive.
A rendering capture from the Breda framework’s published archive.

2022

SIGGRAPH Asia / Neural rendering

Learned materials, published and shared.

NeuBTF was published at SIGGRAPH Asia, with a public project and implementation. A learned representation of material appearance became a research result others could explore.

Mobile ray-tracing characterisation and acceleration-structure investigations continued alongside ReSTIR direct lighting, triangle lights, clouds, volumes and hair.

Explore NeuBTF
NeuBTF material-representation research, published at SIGGRAPH Asia 2022.
NeuBTF material-representation research, published at SIGGRAPH Asia 2022.

2023

GDC / Research meetups / Mobile graphics

The renderer steps into public view.

Breda’s first public demonstration appeared at GDC in March. A rendering meetup followed in Breda in July, bringing the work into the local community.

In October, we demonstrated ray tracing for Samsung’s upcoming Galaxy S24 release. University collaboration and a broader machine-learning roadmap grew alongside the demonstrations.

The Samsung showcase
Samsung / Xclipse GPU: Hyper-realistic Ray TracingWatch on YouTube

2024

Eurographics / GPC

A place for the graphics community to meet.

November brought the first Graphics Programming Conference in Breda, co-founded by Jasper Bekkers, Johan Andersson and Matthäus Chajdas.

That year, Hannes Vernooij’s coated-material Fresnel model appeared at Eurographics. Meta hair-strand rendering, Evolve development and neural research continued in parallel.

Meet the conference
The Graphics Programming Conference in Breda.
The Graphics Programming Conference in Breda.

2025

Benchmarking / Published research

Evolve ships. Mobile NRC reaches SIGGRAPH.

Evolve launched in March. In December, Samsung and Traverse’s mobile neural radiance caching work was published at SIGGRAPH Asia, alongside the release of a free Evolve demo on Steam.

The year also brought work on Microsoft’s HLSL offload test suite, Qualcomm workload evaluation and localisation, ray-traced Gaussian research for a desktop GPU vendor, and continuing mobile neural work.

Read about the mobile NRC publication
Evolve, our GPU benchmark, launched in 2025.
Evolve, our GPU benchmark, launched in 2025.

2026

Evolve / Neural graphics / SIGGRAPH

New workloads. A wider conversation.

LTT Labs published its independent Evolve evaluation in February. Jasper de Winther brought Traverse’s mobile GI work to the Moving Mobile Graphics course at SIGGRAPH.

Our engineers continued to share implementation work through publications, technical articles and open-source tools, bringing the mobile rendering research into a wider conversation with other practitioners.

Explore the SIGGRAPH course and publications

Still building in Breda

The next chapter is a shared build.

The mission has stayed the same since the beginning: make Breda a game development powerhouse. Each new engineer, research result and shared build is another step toward it.

Build something with us