TraverseResearchWork with us
Menu

Traverse Research

Volumetric rendering

Animated volumes, heterogeneous media and clouds, with Rust tools for the data that feeds the renderer.

Volumetric rendering from Traverse’s published research archive.
Volumetric rendering from Traverse’s published research archive.

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.

Read the volumetric project account.

A few useful answers.

Is there public implementation work?

vdb-rs and tileable-volume-noise are public Rust crates connected to the volume tooling ecosystem.

Does the research include animated media?

Yes. Animated volumetric models are part of the public talk and technical-blog material.

Where was this work presented?

Volumetric rendering using Rust was presented at the Traverse Research Meetup in Breda in July 2023.

Traverse Research + Traverse Games

Let’s turn a good question into working software.

Start a conversation