Traverse Research is a graphics research company located in Breda, The Netherlands.
After my internship in 2021, I got hired as a full-time rendering engineer. I've been working there ever since.

Company Details
Traverse Research offers a wide variety of graphics services. From path tracing and benchmarks to working directly with hardware vendors. For more details, please take a look at the company website.
Website:
https://traverse.nl/Blog:
https://blog.traverseresearch.nl/
ReSTIR for Direct Light
When I started at Traverse, I was immediately tasked with implementing the ReSTIR algorithm for direct lights in the existing path tracer. This involved building a fast light CDF for initial light picking. I used parallel prefix sums and waveops to make this run incredibly fast on the GPU. One of the bigger challenges was integrating ReSTIR with our multi-layered BRDF, which can have up to four layers. While it gives beautiful results, it made the inner loop of the algorithm very expensive. In the end I managed to get everything running in real-time on modern hardware, and with reduced settings even on mobile phones. The screenshot on the right shows the algorith in our path tracer.
GDC Demo
For GDC 2023, we made a demo showing off what we do at Traverse. I built the animation system to support ray-traced animated crowds, and added dynamic sequencing of multiple scenes to the framework. I worked on various optimizations of our GPU passes and improved our asset pipe to support new types of scenes. I created a dynamic world where we could easily instantiate new meshes, assign materials and have them only update their ray-tracing acceleration structures when needed.
Blog Posts
I've also published a few blog posts:
Fast CDF generation on the GPU for light pickingRay traced animated crowds & GPU driven animation