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.
Dutch news NOS today shows an MSX2 on their frontpage. :) Celebrating 40 years of electronic banking. It's a Philips VG-8235, a rather pretty device.
February 13, 2026 at 6:08 AM
Glorious! I am using "Fenster" right now for TinyBVH examples, but if this starts gaining Linux / Apple support, I would move over right away. Love the 13h vibe.
Hey All, I made a header only C++ library (MIT) where line of code inits, then you can start writing to pixels on the screen.

I call it thirteen.h, inspired by the simplicity of the 13h days.

Examples include a mandelbrot viewer and a playable mine sweeper game.

github.com/Atrix256/Thi...
February 12, 2026 at 2:23 PM
Reposted by Jacco Bikker 🎦
In 2026, I reprise my role as High-Performance Graphics papers chair, joined by Markus Kettunen.
The papers deadline is 8 weeks from now. Submit your performance-oriented graphics research and present it in LA, just before SIGGRAPH (July 17-19 2026)!
www.highperformancegraphics.org/2026/call-fo...
High-Performance Graphics 2026 CFP
High-Performance Graphics 2026 Call for Participation
www.highperformancegraphics.org
February 12, 2026 at 12:04 PM
Reposted by Jacco Bikker 🎦
Here are some techniques I discovered through 14 years of shader programming:
February 10, 2026 at 11:35 PM
Great tool! Looks like I am in great company. :) Made several new contacts too today!
I made a map of 3.4 million Bluesky users - see if you can find yourself!

bluesky-map.theo.io

I've seen some similar projects, but IMO this seems to better capture some of the fine-grained detail
Bluesky Map
Interactive map of 3.4 million Bluesky users, visualised by their follower pattern.
bluesky-map.theo.io
February 10, 2026 at 12:34 PM
Reposted by Jacco Bikker 🎦
We had the Grand Finals of the Teapot Rendering Competition this week. These are original scenes by students at the #UniversityofUtah, rendered using their own ray tracers written in C++, commemorating the famous #UtahTeapot. You can see them all here:
graphics.cs.utah.edu/trc/
#raytracing
February 6, 2026 at 1:34 AM
Reposted by Jacco Bikker 🎦
Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers:

🎇 The essential math
🎇 Camera setup, intersections, NEE, BVH
🎇 How to accelerate everything with HIPRT

Find it with our papers: gpuopen.com/learn/public...

30MB PDF: gpuopen.com/download/202...
February 3, 2026 at 3:44 PM
Marcin Zalewski informed me that his blog post on real-time hair rendering using ray tracing is now available:
mmzala.github.io/blog/hair-ge...
This is nice work, in which he compares NVidia's hardware accelerated hair to several alternatives, including Reshetov's Phantom Ray Hair Intersector.
February 2, 2026 at 3:29 PM
Reposted by Jacco Bikker 🎦
Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...
February 2, 2026 at 2:01 PM
Preparing #DELTA for #MSX2 / #MSXDev25! Final beta testing, bug fixing, polishing and tweaking art with Peter van Dranen. Testing on a beautiful Sony MSX1 with "Goa'uld" (instead of z80) for MSX2+ functionality, and the awesome MSX laptop (FPGA). Development hardware: Carnivore 2 and Pico+. Joy!
January 30, 2026 at 6:59 PM
Reposted by Jacco Bikker 🎦
Buffer
vec2 p=(FC.xy*2.-r)/r.y;
float l=length(p)-.6,a=atan(p.y,p.x)+t*.5;
o=tanh(.3*(.7+vec4(-p,p))*dot(p,cos(t+vec2(0,2)))/length(vec2(min(l*4.,l)*4.,cos(a*8.)-.9)));
January 30, 2026 at 2:03 PM
Reposted by Jacco Bikker 🎦
New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
January 29, 2026 at 12:22 PM
Awesome writeup on the power of pre-splitting for producing high-quality BVHs:
github.com/BoyBaykiller...
One interesting quote: "You may notice PreSplitting improves performance but increases the SAH cost. SAH is not a perfect predictor of performance."
GitHub - BoyBaykiller/IDKEngine: OpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer with Voxel Cone Tracing/Global Illumination
OpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer with Voxel Cone Tracing/Global Illumination - BoyBaykiller/IDKEngine
github.com
January 29, 2026 at 12:40 PM
Reposted by Jacco Bikker 🎦
Graphics Programming weekly - Issue 425 - January 25th, 2026 www.jendrikillner.com/post/graphic...
January 27, 2026 at 2:20 PM
(Sega Saturn homebrew) Raytracing test
YouTube video by XL2
www.youtube.com
January 27, 2026 at 3:22 PM
Over the past 8 weeks our IGAD year 1 students of Breda University worked (solo!) on a Minecraft clone using C++ and OpenGL on PC and Raspberry Pi 4.

The video shows work by Toby, Oleg, Fernando, Niels and Alan.

Visit us for info about our game dev program or to apply for 26/27: www.buas.nl/en
January 26, 2026 at 6:00 PM
Reposted by Jacco Bikker 🎦
Rocaille 2

vec2 p=(FC.xy*2.-r)/r.y/.3,v;for(float i,f;i++<1e1;o+=(cos(i+vec4(0,1,2,3))+1.)/6./length(v))for(v=p,f=0.;f++<9.;v+=sin(v.yx*f+i+t)/f);o=tanh(o*o);
January 26, 2026 at 3:48 PM
Reposted by Jacco Bikker 🎦
This post shows how to get different constants for the R2 low discrepancy sampling sequence which have the same properties, but are smaller valued, so behave better in floating point at high sample counts.
www.martysmods.com/a-better-r2-...
January 20, 2026 at 9:55 PM
Reposted by Jacco Bikker 🎦
New post about using the `vpternlogd` instruction for signed saturated arithmetic!

wunkolo.github.io/post/2025/12...

#programming
December 5, 2025 at 12:08 AM
Reposted by Jacco Bikker 🎦
OutRun GB is OUT NOW for your Game Boy Color.🌴
- All the tracks, all the music, all the wind in your hair!
(link in reply)
#pixelart #indiedev #gameboy #retrogaming
September 1, 2025 at 3:46 AM
Reposted by Jacco Bikker 🎦
a fantastic video on the relatively recently described emergent property 'branched flow'. the connection to caustic patterns on a swimming pool was a great connection to something i was familiar with. youtu.be/6aZ45RNHa6U?...
We Just Discovered Why Light Does This
YouTube video by The Action Lab
youtu.be
January 17, 2026 at 11:32 PM
Reposted by Jacco Bikker 🎦
Subway Incident by 0b5vr
4KB Executable Graphics
Appeared in Operator Digitalfest 2026

www.pouet.net/prod.php?whi...
www.shadertoy.com/view/lcV3RW
January 17, 2026 at 9:34 AM
Reposted by Jacco Bikker 🎦
Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...
January 15, 2026 at 3:11 PM
Great stuff! Now even programmer art can look decent. :) Thanks for making this available for free!
kenney.nl Kenney @kenney.nl · Jan 15
Retro Textures 1 is out now! 🎉

Completely free to download and use in any of your projects. Includes 115 textures like walls, floors, windows, doors and much more!

kenney.nl/assets/retro... (no tracking, no ads, no sign-up, etc.)
January 15, 2026 at 12:24 PM
Reposted by Jacco Bikker 🎦
New blog post is finally up: (Ab)using Shader Execution Reordering.

A bit of outside the box usage of SER (for better or worse).

debaetsd.github.io/posts/ser/
(Ab)using Shader Execution Reordering - Dieter's Blog
Notes on creative usage of shader execution reordering
debaetsd.github.io
January 8, 2026 at 6:59 PM