“Matt, Erfan and the rest of the Devsh team have been amazing to work with. We presented them with a very difficult challenge which was to take a large and very old, plus some what outdated C++ codebase written for a different time, and bring it up to date so that we could make use of their Vulkan based Nabla graphics engine. They broke the challenge down into manageable chunks and then over the past few years have proceeded to inject lightening fast graphics into our application. All agreed targets have been met on time, and on budget. I can not thank them enough for the hard work and dedication they have shown towards achieving our goals. Their knowledge and professionalism has been second to none!”
High-Performance Graphics Software Development
Supercharge your visually-demanding applications with next-generation rendering solutions, high-performance compute, and relentless optimization.
Trusted By
What our partners say
“The DevSH team transformed our CPU render farm for architectural visualization into a scalable GPU-based system with outstanding performance and reliability. Their expertise and commitment to achieving the best results were clear throughout the project. They maintained full backward compatibility, ensuring a smooth transition with minimal disruption to our workflows.”
Company updates
Latest from DevSH
Coming soon
Commercial work
Engineered Solutions for Our Partners
Interactive GPU Path Tracer
Ditt Officemakers
Real-time and offline rendering work for interior design workflows using OpenCL, OptiX, Mitsuba and Vulkan.
- 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




Lindt Office
GPU-Driven Graphics Engine for n4ce v5.0
Applications in CADD
A tailored GPU-driven renderer for large point cloud and civil engineering datasets on top of Nabla.
- Development of a tailor-made, GPU-driven graphics engine for n4ce v5.0 using the Nabla platform
- Delivered a 100x performance improvement over the legacy system, transforming rendering times from multi-second bottlenecks into fluid, real-time visualization
- 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

n4ce by Applications in CADD

n4ce by Applications in CADD
Vulkan Mobile GPU Rendering
Wild Software Inc.
Deep Vulkan work for mobile GPUs, focused on synchronization, bindless rendering and tile-based renderer constraints.
- Solving Vulkan synchronization issues
- Implementing bindless rendering
- Work around DXC and Adreno 600 limitations to allow the usage of Buffer Device Address
- Implementation of GPU-driven rendering
- Occlusion culling with a novel algorithm specifically designed for mobile TBDR GPUs (see our Vulkanised 2026 talk)
- And much more
Factions by Wild Software Inc.


GPGPU Computer Vision
Imverse
Computer vision acceleration work for real-time volumetric capture and RGB+D processing.
- GPGPU Consulting and Contracting to solve Computer Vision problems
- GPU Accelerated Silhouette Carving from RGB+D real-time video inputs

Architecture study
Web & Native Renderer Feasibility
Feasibility work around .NET, WASM, Blazor, TypeScript and C# interop for a unified renderer path.
Architecture study
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
Performance appraisal
Renderer Performance Analysis & Design
Performance diagnosis and renderer architecture planning for complex engineering scenes.
Performance appraisal
Synera
- Deep performance analysis identifying Rendering bottlenecks on complex scenes
- Plan of action and initial design for a new Renderer
- Conclusion and recommendations for the renderer redesign
Photogrammetry & Point Cloud Pipeline
Build A World Aps.
World reconstruction work spanning point clouds, LiDAR, OpenGL rendering, simulation and voxel physics.
- 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)




Open Source Rendering Framework
Nabla
A Vulkan-only, thread-agnostic C++ and HLSL framework for demanding rendering middleware.
685
Stars
73
Forks
15,969
Commits
- Vulkan-only and thread-agnostic
- Single-source C++ and HLSL workflow
- Built for demanding rendering middleware
Nabla preview

Featured render
Raytracing pipeline

Shader Compiler
Fluid Simulation

Materials
Community and standards
Advancing the Ecosystem
We actively contribute to the graphics programming community through our technical blog and presentations at major conferences like Vulkanised and the Shading Languages Symposium.

Presenting at Shading Language Symposium 2026

Our booth at Vulkanised 2026

Presenting at Vulkanised 2023

Presenting at Vulkanised 2026









