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Traverse Research

Rendering engineering partner

Implementations that connect light transport, materials and hardware behaviour.

Traverse volumetric path tracer, with multiple scattering and up to 16 light bounces.
Traverse volumetric path tracer, with multiple scattering and up to 16 light bounces.

The problem

Traverse Research is a rendering engineering partner for hardware and engine teams investigating image-making techniques. We implement and evaluate methods against the visual, architectural and resource constraints that matter to the engagement.

A paper establishes an idea. An implementation has to make decisions about data, scheduling, material evaluation and failure cases. Those decisions affect whether the technique is useful on a target architecture. We investigate them in a working renderer.

What we do

The Breda framework contains our in-house rendering and computational tools. Published work includes dynamic global illumination, two path-tracing implementations, micro-polygon rendering and volumetric transport.

The volumetric work shown here evaluates multiple scattering with up to 16 light bounces, combining Draine and Henyey–Greenstein phase functions. It is a concrete example of the relationship between physical modelling and implementation that defines our research.

A few useful answers.

Do you deliver working implementations?

Yes. Scope and prototype work leads into runnable implementations reviewed against the agreed research question.

Can the work target mobile hardware?

Yes. Traverse’s rendering research includes mobile power-envelope questions and collaborations with mobile GPU vendors.

Is the Breda framework available to partners?

Some Breda technologies are available under licence; the applicable technology and terms are discussed during scoping.

Traverse Research + Traverse Games

Let’s turn a good question into working software.

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