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Inside the Breda framework

A shared environment for rendering research, GPU workloads and neural techniques.

NVIDIA’s Zorah scene, hybrid-rendered in Traverse’s Breda framework.
NVIDIA’s Zorah scene, hybrid-rendered in Traverse’s Breda framework.
Partner
In-house research
Disciplines
Rendering, Engineering
Platforms
PC, Android

Problem

Rendering research needs an implementation environment where new techniques can be compared, integrated and investigated. Separate prototypes make it harder to understand how an idea interacts with the rest of the frame.

Constraints

The framework serves multiple workloads: acceleration-structure building, 3D graphics processing, ray tracing and machine-learning training and inference. The implementation has to support investigation across those boundaries.

What we did

Traverse built the Breda framework as an in-house collection of rendering and computational tools. Publicly described work includes wavefront and pipeline-based path tracers, dynamic global illumination, micro-polygon rendering and volumetric transport.

The dynamic global-illumination path evaluates material properties rather than requiring artists to assign proxy bounce colours. The volumetric path tracer explores multiple scattering with up to 16 light bounces.

Results

The published framework demonstrates these techniques in a shared implementation. The images on this page come from Traverse’s existing public research pages. Per-device timing and memory comparisons have not been supplied for this preview, so no performance uplift is claimed.

Read the published source

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