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Traverse Research / Rendering & GPU R&D

What comes after the next frame?

Learned materials. Neural representations. New GPU architectures. We work with hardware and engine partners to turn promising research into implementations you can investigate, and we benchmark the results: Evolve, our GPU and AI benchmark, is built by this team.

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

Explore the layers of the problem.

From the material representation to the hardware running it. 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

Ray-tracing micro-benchmarks that expose traversal and acceleration-structure behaviour on hardware that does not exist yet.

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

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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