Jacco Bikker 🎦
@jbikker.bsky.social
2.3K followers 1K following 380 posts
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻‍🤝‍🧑🏻, Christianity ✝.
Posts Media Videos Starter Packs
Pinned
jbikker.bsky.social
pinned post:
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 🎦
jendrikillner.bsky.social
Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...
jbikker.bsky.social
Have you considered using tinybvh for your ray tracing needs? It's easy to integrate and very fast.
Reposted by Jacco Bikker 🎦
doragonhanta.bsky.social
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
jbikker.bsky.social
I always feel a bit dishonest when I click 'not now' when I want to say 'not ever' but the option is unavailable.
jbikker.bsky.social
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!
Reposted by Jacco Bikker 🎦
jendrikillner.bsky.social
Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...
jbikker.bsky.social
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.
Reposted by Jacco Bikker 🎦
jendrikillner.bsky.social
Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...
jbikker.bsky.social
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
Reposted by Jacco Bikker 🎦
mmalex.bsky.social
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
jbikker.bsky.social
Looks like Steam's store is dead, everyone trying to buy Silksong I suppose? ;)
Reposted by Jacco Bikker 🎦
xordev.com
Xor @xordev.com · Sep 3
"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);
jbikker.bsky.social
Thanks for the suggestions. The few C++17 / C++20 features definitely are not worth it (although I do like the static inlines..), so I fixed it. This is also reflected in the README. The update is 1.6.7, in the dev branch.
jbikker.bsky.social
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
Reposted by Jacco Bikker 🎦
ssteinberg.xyz
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.
jbikker.bsky.social
It's happening again! Do check the line-up, it's awesome!
jbikker.bsky.social
TinyBVH was just updated to 1.6.5 on the main branch. Changes:
- Eliminated -Wall warnings (issue #217)
- Improved use of JobSystem (#221)
- Opacity Micromaps support general N (#218)
- Faster full-sweep BVH (#222)
- glm can now actually be used (#215)
Thanks to all contributors and issue reporters!
jbikker.bsky.social
NVIDIA's new hair tech seems a bit weird. It accelerates "linear swept spheres", and it looks "smooth from a distance". Anything does, NVIDIA. But, why didn't you implement the commonly used "Phantom Ray-Hair Intersector" (cheap spline hair)? And why is this fixed functionality in the first place?
Reposted by Jacco Bikker 🎦
jcgt-announce.bsky.social
Jakub Bokšanský and Daniel Meister: Neural Visibility Cache for Real-Time Light Sampling

jcgt.org/published/00...
Reposted by Jacco Bikker 🎦
xordev.com
Xor @xordev.com · Aug 19
"Falls"
vec3 x,c,p;x.x+=9.;
for(float i,z,f;i++<5e1;p=mix(c,p,.3),z+=f=.2*(abs(p.z+p.x+16.+tanh(p.y)/.1)+sin(p.x-p.z+t+t)+1.),o+=(cos(p.x*.2+f+vec4(6,1,2,0))+2.)/f/z)
for(c=p=z*normalize(FC.rgb*2.-r.xyy),p.y*=f=.3;f++<5.;p+=cos(p.yzx*f+i+z+x*t)/f);
o=tanh(o/3e1);
Reposted by Jacco Bikker 🎦
evoke.eu
💾Releases! You want em? We got them!
Thank you to everyone who brought something to our party - it has been an honor!
files.scene.org/browse/parti...
scene.org file archive :: browsing /parties/2025/evoke25/
files.scene.org
Reposted by Jacco Bikker 🎦
jendrikillner.bsky.social
Graphics Programming weekly - Issue 404 - August 17th, 2025 www.jendrikillner.com/post/graphic...
Reposted by Jacco Bikker 🎦
demofox.bsky.social
Derivatives, Gradients, Jacobians and Hessians – Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...
A snippet of the blog post, showing a short explanation of derivatives, as well as a graph of a quadratic function, and a graph of its derivative.