
Neural rendering
Radiance caching, neural materials, texture compression and GPU inference. Built into the renderer, from training to the frame.
Explore Neural renderingTraverse Research / Rendering & GPU R&D
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.


Representation → implementation → measurement
Traverse × Samsung / Mobile ray tracing
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 collaborationFrom the material representation to the hardware running it. Follow the question across the stack.

Radiance caching, neural materials, texture compression and GPU inference. Built into the renderer, from training to the frame.
Explore Neural rendering
Neural lighting research published with Samsung at SIGGRAPH Asia 2025. Training, inference and path tracing designed together.
Explore Neural radiance caching
Repeatable workloads that reveal architectural trade-offs, and Evolve, the benchmark we build and sell.
Explore Benchmarking and GPU workload research
Learned texture representations, evaluated from training through reconstruction and GPU integration.
Explore Neural texture compression
Neural workloads that belong inside the frame: operators, model interchange, resource flow and GPU execution.
Explore GPU inference and training
Implementations that connect light transport, materials and hardware behaviour.
Explore Rendering engineering partner
Represent material appearance with learned functions, and make those functions practical to render and stream.
Explore Neural materials
Ray-tracing micro-benchmarks that expose traversal and acceleration-structure behaviour on hardware that does not exist yet.
Explore GPU pre-silicon validation
BVH construction, refit and traversal quality, compared strategy by strategy in our own playground and taken through to a driver integration.
Explore Acceleration structures
Fine geometry, capsule clustering and workload organisation for real-time strand rendering.
Explore Hair and strand rendering
Gaussian scene representations evaluated with ray tracing, lighting, shadows and image-quality comparisons.
Explore Ray-traced GaussiansReal-time graphics engineering for simulation systems, connecting sensor data flow, image quality and GPU cost.
Explore Rendering for simulation
Detailed geometry, visibility buffers, mesh shading and asset preparation investigated as one rendering pipeline.
Explore Micro-polygon rendering
Animated volumes, heterogeneous media and clouds, with Rust tools for the data that feeds the renderer.
Explore Volumetric renderingFor silicon and driver teams building a reconstruction technology: independent implementation in a real renderer, evaluation against the competing upscalers, and the SDK and bindings that get developers adopting it.
Explore Neural reconstruction and upscaling
Path tracing, ReSTIR, dynamic diffuse GI and neural radiance caching connected through a working rendering framework.
Explore Light transport and global illumination
The library a developer actually meets: C++ or Rust SDKs, bindings and small standalone samples that show what your hardware does well, built by a team that has been on the integrating end of a great many of them.
Explore SDK development for hardware vendorsLook inside the research
NeuBTF investigates learned material appearance. Explore the published project, then see how rendering, neural materials and GPU engineering connect in our wider work.
Explore NeuBTFSIGGRAPH Asia 2022 / Posters
NeuBTFNeural material appearanceRead the published researchLearned material appearance, with published quality and compression comparisons.
Traverse Research + Traverse Games