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Traverse Research / Publications & talks

Research that makes it into the frame.

From neural lighting on mobile GPUs to learned materials and light transport. Papers, chapters and talks from the engineers building the implementations.

Papers & chapters

The Evolve benchmark scene from Figure 1, with neural radiance caching visible in the arch-shaped mirror on the left. Captured with the desktop-quality preset.
The Evolve benchmark scene from Figure 1, with neural radiance caching visible in the arch-shaped mirror on the left. Captured with the desktop-quality preset.

Featured research / 2025

SIGGRAPH AsiaTechnical Communications

Neural Radiance Cache Implementation on Mobile GPU

Neural radiance caching, built for mobile GPUs. Research with Samsung Advanced Computing Laboratory connects a working implementation to hardware/software performance modelling.

AuthorsCollin Allen, Luca Quartesan, Jasper de Winther and Jasper Bekkers

Coated and uncoated conductors rendered with our Fresnel model.
Coated and uncoated conductors rendered with our Fresnel model.

Eurographics / 2024

Short Papers

A Fresnel Model for Coated Materials

An analytical RGB model for coated conductors, connecting measured spectral data to accurate Fresnel reflectance in real-time path tracing.

Hannes B. Vernooij

NeuBTF material-representation research, published by Traverse.
NeuBTF material-representation research, published by Traverse.

SIGGRAPH Asia / 2022

Posters

NeuBTF

Neural Bidirectional Texture Function Compression and Rendering. Learned material appearance, with published comparisons and a public implementation.

Luca Quartesan and Carlos Pereira Santos

From the renderer to the room.

Courses, technical talks and working demonstrations.

Preparing for Moving Mobile Graphics at SIGGRAPH 2026.
Preparing for Moving Mobile Graphics at SIGGRAPH 2026.

SIGGRAPH 2026 / Course contribution / Jasper de Winther

Towards Real-time Dynamic GI on Mobile

Part of Moving Mobile Graphics, alongside perspectives from Samsung, Arm, Qualcomm and HypeHype. Bringing Traverse’s mobile global-illumination implementation to other rendering practitioners.

2024

Graphics Programming Conference / Showcase

Evolve’s first public showing

Evolve shown in public for the first time, at the first Graphics Programming Conference in Breda, November 2024.

2023

Traverse Research Meetup / Technical talk

Volumetric rendering using Rust

Animated volumetric models, OpenVDB, the Rust toolchain and the Breda rendering environment. Presented in July 2023.

2023

GDC / Demonstration

Breda’s first public demo

Breda’s first public demonstration, presented at GDC in March 2023.

2022

SIGGRAPH Asia / Demonstration

NeuBTF in a working renderer

NeuBTF demonstrated alongside an implementation environment that included irradiance-cache work for reflections.

Behind the published work

A paper is a milestone. The work keeps going.

The public output sits on top of regular engineering review. A result is something the team can investigate, discuss and build on before it becomes a paper or a conference presentation.

Volumetric rendering in Breda. Research from Traverse’s published archive.
Volumetric rendering in Breda. Research from Traverse’s published archive.

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