Rendering through a medium
Clouds and heterogeneous volumes add a different kind of scene data to the renderer. Density changes through space, animation changes it over time, and the rendering implementation must connect that data to light transport.
Traverse’s work includes the data tooling as well as the renderer. OpenVDB reading and manipulation, procedural noise generation and the integration into Breda form a path from a volume asset to an executable scene.
Shared as tools and technical material
We shared the work at our July 2023 research meetup and in our article on animated volumetric rendering in Rust. The public vdb-rs and tileable-volume-noise crates let other engineers use parts of that infrastructure in their own projects.

