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.
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...
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...
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...
bluesky-map.theo.io
I've seen some similar projects, but IMO this seems to better capture some of the fine-grained detail
graphics.cs.utah.edu/trc/
#raytracing
graphics.cs.utah.edu/trc/
#raytracing
🎇 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...
🎇 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...
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.
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.
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)));
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)));
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.com/BoyBaykiller...
One interesting quote: "You may notice PreSplitting improves performance but increases the SAH cost. SAH is not a perfect predictor of performance."
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
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
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);
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);
www.martysmods.com/a-better-r2-...
www.martysmods.com/a-better-r2-...
wunkolo.github.io/post/2025/12...
#programming
wunkolo.github.io/post/2025/12...
#programming
- All the tracks, all the music, all the wind in your hair!
(link in reply)
#pixelart #indiedev #gameboy #retrogaming
- All the tracks, all the music, all the wind in your hair!
(link in reply)
#pixelart #indiedev #gameboy #retrogaming
4KB Executable Graphics
Appeared in Operator Digitalfest 2026
www.pouet.net/prod.php?whi...
www.shadertoy.com/view/lcV3RW
4KB Executable Graphics
Appeared in Operator Digitalfest 2026
www.pouet.net/prod.php?whi...
www.shadertoy.com/view/lcV3RW
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.)
A bit of outside the box usage of SER (for better or worse).
debaetsd.github.io/posts/ser/
A bit of outside the box usage of SER (for better or worse).
debaetsd.github.io/posts/ser/