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 🎦
Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...
November 25, 2025 at 12:34 AM
Reposted by Jacco Bikker 🎦
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
November 23, 2025 at 9:06 PM
Reposted by Jacco Bikker 🎦
IMPORTANT message for everyone using Gmail. You have been automatically OPTED IN to allow Gmail to access all your private messages & attachments to train AI models, You have to manually turn off Smart Features in the Setting menu in TWO locations
Gmail Users Were Automatically Opted In to This Controversial Setting. Here's How To Turn It Off. — HuffPost
Plus: a quick guide to the two-step process for opting out.
apple.news
November 22, 2025 at 4:28 AM
Reposted by Jacco Bikker 🎦
Capsaicin is not just for tacos, it's also our developer rendering framework!

v1.3 is out now:

🌶️ Added heat with GI-1.2, which includes multiple-bounce indirect lighting.
🌶️ HDR support with spicier tone mapping.

And much, much more: gpuopen.com/learn/gi-1-2...
Introducing AMD GI-1.2 with multibounce indirect real-time rendering - AMD GPUOpen
AMD GI-1.2, our real-time Global Illumination solution, is available now as part of the AMD Capsaicin Framework v1.3.
gpuopen.com
November 20, 2025 at 8:46 PM
Reposted by Jacco Bikker 🎦
My third and final blog post on spectral rendering is out. This one compares results of RGB and spectral rendering under different illuminants and draws conclusions.
momentsingraphics.de/SpectralRend...
November 20, 2025 at 6:59 PM
The toolchain for the upcoming #MSX2 action game "DELTA" (Dodge! Engage! Launch! Target! ASSAULT!) includes BlockBench. Retro itself, but not the typical utility for an 80s platform. :) @blockbench.net
November 20, 2025 at 5:49 PM
So good... Nice write-up too!
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 20, 2025 at 5:43 PM
Reposted by Jacco Bikker 🎦
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 5, 2025 at 9:15 PM
Reposted by Jacco Bikker 🎦
Graphics Programming weekly - Issue 417 - November 15th, 2025 www.jendrikillner.com/post/graphic...
November 17, 2025 at 2:55 PM
Today in the Graphics Guild of Breda University: Going 3D on a 1984 platform. By cheating, obviously. #MSX #thisisigad
November 14, 2025 at 6:03 AM
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