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Traverse Research / GPU engineering for vendors

Know how your GPU handles the workloads of 2030, before tape-out.

We model tomorrow’s rendering and neural workloads on silicon that does not exist yet, validate the first parts against the same workloads, build the SDKs developers adopt and ship the launch demo. Eight vendors, about three years ahead of retail, and Evolve, our GPU and AI benchmark, as the measuring stick at every stage.

NeuBTF / Published material research
NeuBTF / Published material research
Breda framework / Path tracing
Breda framework / Path tracing

Representation → implementation → measurement

Traverse × Samsung / Mobile ray tracing

A public look at our work with Samsung.

Samsung shared this Xclipse GPU demonstration on its official channel. Built in our Breda rendering framework, it shows our mobile ray-tracing collaboration in action.

Explore the Samsung collaboration
Samsung / Xclipse GPU: Hyper-realistic Ray TracingWatch on YouTube

From tape-out to launch day.

A GPU programme passes through five stages. We work in all of them, and Evolve runs through every one as the measuring stick.

  1. Pre-silicon workload modelling

    Know how your GPU handles the workloads of 2030 before tape-out. Future rendering and neural workloads, run on simulators and emulators years before the part exists.

  2. Bring-up and validation

    First silicon against the same workloads, so a number that moves can be attributed to the architecture rather than the scene.

  3. SDK and driver work

    The library and samples a developer meets, built by a team that has been on the integrating end of many of them.

  4. Launch demos and publications

    A showcase that runs on retail devices on launch day, and the paper that explains what it does.

  5. Ecosystem and game optimisation

    Games tuned for the silicon once it ships. This is where Traverse Games picks up the same work.

Evolve at every stage. The workloads we model before tape-out are the ones the benchmark ships, so the same measurement follows the part from simulator to store shelf. How Evolve stays neutral

The techniques underneath.

Every stage above draws on these research areas: working implementations, measured in context. Follow the question across the stack.

NeuBTF material representations from Traverse’s published research.
NeuBTF material representations from Traverse’s published research.

Neural rendering

Radiance caching, neural materials, texture compression and GPU inference. Built into the renderer, from training to the frame.

Explore Neural rendering
Neural radiance cache at the primary vertex, from our Evolve capture. Internal debug build.
Neural radiance cache at the primary vertex, from our Evolve capture. Internal debug build.

Neural radiance caching

Neural lighting research published with Samsung at SIGGRAPH Asia 2025. Training, inference and path tracing designed together.

Explore Neural radiance caching
NeuBTF material research, published by Traverse Research.
NeuBTF material research, published by Traverse Research.

Neural materials

Represent material appearance with learned functions, and make those functions practical to render and stream.

Explore Neural materials
Three ray-tracing micro-benchmarks from our pre-silicon suite, each presenting the acceleration structure with a different pattern of overlap and geometry distribution. Magenta is a ray that hits nothing.
Three ray-tracing micro-benchmarks from our pre-silicon suite, each presenting the acceleration structure with a different pattern of overlap and geometry distribution. Magenta is a ray that hits nothing.

GPU pre-silicon validation

How will your GPU handle ray tracing and neural inference? We measure both on hardware that does not exist yet, one workload property at a time.

Explore GPU pre-silicon validation
Breda AS Playground: builder settings, live BVH statistics, a GPU frame breakdown and an intersection heatmap of where traversal work lands.
Breda AS Playground: builder settings, live BVH statistics, a GPU frame breakdown and an intersection heatmap of where traversal work lands.

Acceleration structures

BVH construction, refit and traversal quality, compared strategy by strategy in our own playground and taken through to a driver integration.

Explore Acceleration structures
Strand rendering on a mobile GPU, the same asset rendered twice and set side by side - which is how a change is shown not to have cost image quality.
Strand rendering on a mobile GPU, the same asset rendered twice and set side by side - which is how a change is shown not to have cost image quality.

Hair and strand rendering

Fine geometry, capsule clustering and workload organisation for real-time strand rendering.

Explore Hair and strand rendering
A captured object rendered as ray-traced Gaussians, lit by the room around it and casting its own shadow.
A captured object rendered as ray-traced Gaussians, lit by the room around it and casting its own shadow.

Ray-traced Gaussians

Gaussian scene representations evaluated with ray tracing, lighting, shadows and image-quality comparisons.

Explore Ray-traced Gaussians

Look inside the research

From a research question to something you can inspect.

NeuBTF investigates learned material appearance. Explore the published project, then see how rendering, neural materials and GPU engineering connect in our wider work.

Explore NeuBTF

SIGGRAPH Asia 2022 / Posters

NeuBTFNeural material appearanceRead the published research

Learned material appearance, with published quality and compression comparisons.

Traverse Research + Traverse Games

Let’s turn a good question into working software.

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