Jacco Bikker 🎦
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jbikker.bsky.social
Jacco Bikker 🎦
@jbikker.bsky.social
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻‍🤝‍🧑🏻, Christianity ✝.
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Hi, my name is Jacco Bikker, I teach game C/C++ and graphics at Breda University.
Blog (mostly technical articles): jacco.ompf2.com/author/jbikk...
Github: github.com/jbikker
Currently working on tiny_bvh.h! Other projects: Lighthouse 2 path tracer, voxel rendering.
Reposted by Jacco Bikker 🎦
Graphics Programming weekly - Issue 416 - November 9th, 2025 www.jendrikillner.com/post/graphic...
November 11, 2025 at 4:06 PM
Reposted by Jacco Bikker 🎦
Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new #SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples.
momentsingraphics.de/SiggraphAsia...
October 30, 2025 at 1:24 PM
Reposted by Jacco Bikker 🎦
Graphics Programming weekly - Issue 414 - October 26th, 2025 www.jendrikillner.com/post/graphic...
October 29, 2025 at 2:18 PM
Reposted by Jacco Bikker 🎦
Silent Hill 4 uses interesting volumetric light / light glare approximation.
Instead of drawing sprites at each light source, full-screen subdivided plane with procedural vertex colors is rendered and blended with game frame.
#gamedev
October 29, 2025 at 12:53 AM
Reposted by Jacco Bikker 🎦
🎄 Introducing our paper A Generalizable Light Transport 3D Embedding for Global Illumination lnkd.in/gQUMSAyV .
🙈 Just as Transformers learn long-range relationships between words or pixels, our new paper shows they can also learn how light interacts and bounces around a 3D scene.
October 23, 2025 at 3:27 AM
Reposted by Jacco Bikker 🎦
So, I made a hair shader that doesn't require any specially made meshes or textures.

Initially I made this work by sampling many normal directions rotated around the hair strand direction, but I eventually got an approximation working that doesn't rely on multi-sampling.

github.com/runevision/H...
October 23, 2025 at 7:58 AM
Reposted by Jacco Bikker 🎦
Finished documenting work on optimized wireframe rendering: precision, clipping & math details for stable, performant edges in OpenGL.

Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.

fauder.github.io/posts/2025/1...

#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev
Optimized Wireframe Rendering: Part III
Detailed technical breakdown of precision pitfalls, clipping logic, and geometry shader implementation for high-quality wireframe rendering.
fauder.github.io
October 21, 2025 at 4:43 PM
Reposted by Jacco Bikker 🎦
Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
October 20, 2025 at 1:13 PM
Reposted by Jacco Bikker 🎦
Here's a small treat if you're looking for some colorful backgrounds: 8k screenshots of our 2024 64k intro Empires with particle counts cranked to the tens of millions.
As a bonus there are also a bunch of ultrawides in there for multi-monitor setups. conspiracy.hu/files/screen...
October 17, 2025 at 10:52 PM
Reposted by Jacco Bikker 🎦
BY THE WAY

If you've updated to Windows 11 recently, you're probably on version 25H2.

There's a new setting in Settings: Privacy & Security.

Scroll aaaaaaaalll the way to the bottom and you'll see "Text and Image Generation."

TURN IT OFF.
October 17, 2025 at 12:58 AM
Went to a Van Gogh thing today. It had AI. Not disappointed.
October 16, 2025 at 7:39 PM
Reposted by Jacco Bikker 🎦
Graphics Programming weekly - Issue 412 - October 12th, 2025 www.jendrikillner.com/post/graphic...
October 15, 2025 at 12:55 PM
Reposted by Jacco Bikker 🎦
New article on my site: Better sRGB to greyscale conversion

The commonly used greyscale formula is slightly off when computed in gamma space but can it be fixed?

📜 30fps.net/pages/better...
October 13, 2025 at 5:56 PM
Reposted by Jacco Bikker 🎦
Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...
September 29, 2025 at 1:30 PM
Reposted by Jacco Bikker 🎦
Vulkan Ray Tracing Tutorial V2.0 Released

Complete rewrite with Vulkan 1.4 support, VMA, Slang. Step-by-step tutorial from raster to ray tracing.
15+ specialized tutorials.
Get started: github.com/nvpro-sample...
#Vulkan #RayTracing #GraphicsProgramming
GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
Ray tracing examples and tutorials using VK_KHR_ray_tracing - GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
github.com
September 26, 2025 at 9:10 AM
Stumbled upon this by accident:
SideFX Houdini 21.0 is using TinyBVH.
www.sidefx.com/docs/houdini...
www.sidefx.com/docs/hdk/_c_...
Not sure what it is used for precisely, but it's pretty cool nevertheless!
September 23, 2025 at 12:08 PM
Reposted by Jacco Bikker 🎦
Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...
September 22, 2025 at 1:41 PM
Just stumbled upon this ancient PcPersective article on real-time ray tracing.. In 2008. :)
pcper.com/2008/06/ray-...
It details the story of nine students (Karim, Wussie, Rick, Jan, Rutger, Trevor, Mathijs, Roel, Wilco) who worked in various roles on CPU-ray traced games using the Arauna engine.
September 18, 2025 at 5:45 PM
Reposted by Jacco Bikker 🎦
Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...
September 15, 2025 at 4:32 PM
TinyBVH 1.6.7 is now available on the main branch. Changes:
* TinyBVH now only needs C++11 (tiny_ocl.h needs C++17)
* Full-sweep SAH builder is now threaded
* Fix for crash in BuildAVX
Still zero dependencies. :)
And: The repo reached 1k stars!
Link: github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
September 5, 2025 at 6:29 AM
Reposted by Jacco Bikker 🎦
in the spirit of sharing, my improvised (aka mess) shader: www.shadertoy.com/view/3fSyWG . only 'new' thing I tried was doing aa/bloom by using a cauchy distribution on the ray jitter, its a sharp but long tailed distribution. gives a pleasing analog glow, still all 1 pass, no rendertargets or blurs
Shadertoy
www.shadertoy.com
September 4, 2025 at 5:11 PM
Looks like Steam's store is dead, everyone trying to buy Silksong I suppose? ;)
September 4, 2025 at 2:06 PM
Reposted by Jacco Bikker 🎦
"Compute"
vec3 p;
for(float i,z,f;i++<4e1;z+=f=.003+abs(length(p.xy)+dot(cos(p),sin(p/.6).yzx)-5.)/7.,o.grb+=(1.5-p/z)/f)
for(p=z*(FC.rgb*2.-r.xyy)/r.y,p.z-=t,f=1.;f++<6.;p+=sin(round(p*6.)/6.*f-t*.5)/f);
o=tanh(o/3e3);
September 3, 2025 at 10:41 PM
TinyBVH 1.6.6 is out on main. Changes:
* Improved speed of FullSweep (thanks Julian)
* Reverted JobSystem to basic threading because of instabilities
* Wave_tracer now uses TinyBVH!
* Fixed speedtest of GPU BVH
Because of the threading issue: Please upgrade to 1.6.6 asap.
github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
September 2, 2025 at 8:46 AM
Reposted by Jacco Bikker 🎦
wave_tracer 0.1 released
wavetracer.dev

wave_tracer combines path tracing and wave optics in a novel way, for practical general-purpose wave simulations across a variety of EM modalities and applications.
August 30, 2025 at 3:23 PM