Experience and Offer
We have worked on several long-term projects for companies such as Build A World Aps., Imverse S.A., S Ditt B.V., and Applications In CADD.
Also we have conducted Graphics Performance Appraisals and outsourced R&D for RELEX Solutions and Synera GmbH. Most of our work is in the CAD space, with occasional game development in between.
You may find our GitHub profiles within the Khronos adjacent ecosystem, with contributions to Validation Layers, SPIR-V Cross, and over 100 bug reports and test cases for the DirectX Shader Compiler.
We are 8 time Vulkanised and 2 time Shading Language Symposium conference speakers in the 2023, 2024 and 2026 years.
For the 2026 edition we were the Platinum Sponsors.
Collectively we’re experienced in Vulkan, SPIR-V, OpenGL (ES and WebGL included), DirectX12 and 11, CUDA, OpenCL, WebGPU, and NVN for GPU APIs as well as CMake, Docker, Jenkins, Python, SWIG, .Net7 and WASM, Emscripten, Typescript, CI/CD, Kubernetes, Terraform, AWS, Proxmox and Language Engineering.
Finally, many of us have Mathematics Degrees.
Past Projects
For Ditt
- Interactive GPU Path Tracer (OpenCL and OptiX) ingesting existing Mitsuba scenes
- Maintenance of in-house interior design tool
- Integration of new Real-Time rendering techniques for rapid previews in the design tool
- Denoisers (AI, RWMC, etc.) and Image Processing (e.g. FFT Convolution Bloom)
- Consulting w.r.t. existing Mitsuba render farm
- Ongoing Vulkan Real-Time Path Tracer development






For Build A World Aps.
- Photogrammetry (generating point clouds from drone flythroughs)
- LiDAR Point Cloud Processing and Volume Reconstruction (3D game worlds from aerial scans)
- Maintaining and Extending the existing OpenGL engine
- GLSL Shader Development (ocean simulation, particle simulation)
- Distributed Networked Fluid Simulation
- Physics Engine Development (high performance voxel connectivity for destruction)








For Applications in CADD
- Development of a tailor-made, GPU-driven graphics engine for n4ce v5.0 using the Nabla platform
- Engineered for extremely large point cloud datasets and modern large-scale civil engineering projects
- Significant performance improvements over the legacy n4ce renderer, designed to remain scalable for the next years
- Close collaboration to integrate the new renderer seamlessly into the n4ce v5.0 product
- Design and implementation of a modern build system, including shader preprocessing & embedded SPIR-V tooling
- Ongoing optimisation and support during the lead-up to the public BETA release

For Wild Inc. / Factions
- Solving Vulkan synchronization issues
- Implementing bindless rendering
- Work around DXC and Adreno 600 limitations to allow the usage of Buffer Device Address
- Implementation gpu driven rendering
- Occlusion culling with a novel algorithm specifically designed for mobile TBDR GPUs (see our Vulkanised 2026 talk)
- And much more






For Imverse
- GPGPU Consulting and Contracting to solve Computer Vision problems
- GPU Accelerated Silhouette Carving from RGB+D real-time video inputs

For RELEX Solutions
- Investigation of the new .Net 6 WASM and Blazor SDKs (example issues reported to Microsoft)
- Feasibility studies of TypeScript and C# interoperation and Unified Web & Native Renderer
For Synera
- Deep performance analysis identifying Rendering bottlenecks on complex scenes
- Plan of action and initial design for a new Renderer
Conclusion
We provide an unbeatable offering with consultants dedicated to your project while also benefitting from heavy 50%+ discounts on co-development and maintenance of Vulkan Utilities used in your project similar to those present in the CUDA space such as CUB. Finally our Consultants constantly benefit from each other’s experience and insights delivering solutions a step above those devisable in solitude, even if a project has a singular Consultant.