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Jasper Bekkers

@jasper-bekkers.bsky.social
177 followers 189 following 9 posts

Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite

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Reposted by Jasper Bekkers
Jacco Bikker 🎦 @jbikker.bsky.social · 17/06/2026
Just found out that the #GPC Teardown talk on raytracing voxels is available on YouTube: www.youtube.com/watch?v=IM1D... Thans @jasper-bekkers.bsky.social (via LinkedIn).
youtube.com
Raytracing Voxels in Teardown and Beyond
YouTube video by Graphics Programming Conference
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Evolve Benchmark @evolve-benchmark.bsky.social · 09/12/2025
We will present Neural Radiance Caching on Samsung Xclipse 950 at Siggraph Asia 2025. The video shows our hybrid renderer with NRC as its cache for indirect illumination. NRC scales from discrete GPU’s, we are excited to see how far we can push it. www.youtube.com/watch?v=Eq3s...
youtube.com
🦕 NRC hybrid renderer on Samsung Xclipse 950 🦕
YouTube video by Evolve benchmark
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Erik Jansson @caffeineviking.net · 17/11/2025
On my way to GPC together with some other fine folks from Remedy. Looking forward to meeting you all again to talk about graphics and drink Texels!
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ChristinaC.🏳️‍🌈🏳️‍⚧️ @christinacoffin.bsky.social · 18/11/2025
1st day of the Graphics Programming Conference ‘25 #gamedev www.graphicsprogrammingconference.com
graphicsprogrammingconference.com
Graphics Programming Conference
The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.
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Jeremy Laumon @jeremy.laumon.name · 18/11/2025
Met lots of internet people at GPC already! Shame there are all these presentations interrupting our conversations Note for next year: print my profile picture on my badge so that people recognize me (apparently I don't look like that) graphicsprogrammingconference.nl
graphicsprogrammingconference.nl
Graphics Programming Conference
The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.
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SkatterBencher @handle.invalid · 05/11/2025
🎉 Another New Memory Overclocking World Record! 🎉 6576.8 MHz (13153.6 MT/sec) by Saltycroissant 🇨🇦 using Intel Arrow Lake, GIGABYTE Z890 Aorus Tachyon Ice, and @corsair.com Vengeance DDR5. Chart: skatterbencher.com/memory-overc... Details: hwbot.org/benchmarks/m... Validation: valid.x86.fr/j4et68
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Tomáš Weiss @tomasweisss.bsky.social · 08/10/2025
I'm gonna be attending the graphicsprogrammingconference.com in Breda, Netherlands this year. My first ever conference! Any chance I'll be able to meet anyone from here?
graphicsprogrammingconference.com
Graphics Programming Conference
The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.
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Guillaume Boissé @gboisse.bsky.social · 28/08/2025
Ticket booked, looking forward to it!
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Jasper Bekkers @jasper-bekkers.bsky.social · 28/08/2025
Tickets are up! graphicsprogrammingconference.com/tickets/
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Ritesh Oedayrajsingh Varma @rovarma.bsky.social · 25/06/2025
Solved it by the ancient tradition of Just Reading The Code. Turns out continuously taking the RCU lock by inserting thousands of elements into a BPF_MAP_TYPE_LRU_HASH from within a NMI is Not Good for your system. Rolled our own (simpler) version directly in eBPF.
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Evolve Benchmark @evolve-benchmark.bsky.social · 20/06/2025
We're releasing our Neural Radiance Caching benchmark soon. Here's what you need to know 🧵 For clarity - all shading you see in the video is inferred through our high quality Neural Radiance Cache at the first intersection point (primary rays).
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Evolve Benchmark @evolve-benchmark.bsky.social · 03/06/2025
Wrapping C/C++ libraries in Rust doesn’t have to be painful. We’ve written up our approach to simple, reproducible build.rs setups using just cc + bindgen—no CMake, no autotools, no drama. If you care about FFI and clean builds, this is for you. 📖 Read more: www.evolvebenchmark.com/blog-posts/h...
evolvebenchmark.com
How we structure our build.rs in Rust | Evolve
This post goes into detail on how we pragmatically set up our build.rs files for an easy developer experience
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Indy Ray @scatteredray.bsky.social · 02/05/2025
Hey everyone! My talk on how we approach NPR rendering in @unrealengine.bsky.social at Telltale Games that I gave at the Graphics Programming Conferences is posted: www.youtube.com/watch?v=VoUJ...
youtube.com
NPR Light Rendering at Telltale
YouTube video by Graphics Programming Conference
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Reposted by Jasper Bekkers
Evolve Benchmark @evolve-benchmark.bsky.social · 02/05/2025
We’re committed to helping developers, researchers, gamers and organizations accurately assess GPU performance. Here is an updated version of Evolve Benchmark Technical Guide—a more authoritative, transparent, and forward-looking resource. #GPU #game www.evolvebenchmark.com/technical-gu...
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Evolve Benchmark @evolve-benchmark.bsky.social · 22/04/2025
🦖 Evolve 1.0.3 Update LIVE! Check out our new Hall of Fame – flex your GPU scores! 🔧 Critical fixes: Temporarily disable benchmark interrupts for the Intel driver-configured frame limiter Authentication flow optimized...... 📝 Full notes: www.evolvebenchmark.com/release-note... #GPU
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Jasper Bekkers @jasper-bekkers.bsky.social · 17/04/2025
Nice to see our benchmark get some traction!
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Evolve Benchmark @evolve-benchmark.bsky.social · 03/04/2025
Breda features a highly customizable sun/atmosphere editor 🌇. This allows us to tweak many physics-based parameters 🔬 which influence the look of our atmosphere. In this video, we go over each of the settings to display their effect on the scene.
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Alex Ene 🦀 @alexene.dev · 22/03/2025
A while back i gave a talk on building and shipping a rust ui engine. It’s now free to watch here: www.infoq.com/presentation... #rustlang
infoq.com
Rebuilding Prime Video UI with Rust and WebAssembly
Alexandru Ene features details of a new UI SDK in Rust for Prime Video that targets living room devices.
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Evolve Benchmark @evolve-benchmark.bsky.social · 19/03/2025
🚪 The GDC Expo doors are opening! Find us at the AWS booth to: 👉 See Evolve in action 👉 Test-drive our cinematic Photo Mode 📸 Capture GPU stress test masterpieces! 📍 #GameDev #GDC2025
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Evolve Benchmark @evolve-benchmark.bsky.social · 13/03/2025
🕹️ GDC 2025 | The GPU Benchmark Revolution That Redefines Game Development Jasper, Chief Technology Officer at Traverse Research, will reveal how Evolve Benchmark will empower the next generation of benchmarking at #GDC2025: ⏳Book your appointment now:→ meetings-eu1.hubspot.com/jasper-bekke...
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Evolve Benchmark @evolve-benchmark.bsky.social · 13/03/2025
In our path tracers we keep track of a world space hash grid, which contains radiance values associated with ray directions and positions 🌞. Based on the path spread, we can stop tracing rays and instead directly use the cached radiance, still achieving an accurate result 🎯 at a lower cost.
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Evolve Benchmark @evolve-benchmark.bsky.social · 12/03/2025
🚨 Unlock a €23.99 Next-Gen Benchmark Tool for FREE! Want to stress-test your GPU with #EvolveBenchmark Advanced version? ✅ World’s first #Workgraphs Evaluation ✅ Real-time monitoring of GPU voltage/temp/energy ✅ A benchmark that crushes traditional tools Tag your hardware-obsessed friends! #gpu
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Evolve Benchmark @evolve-benchmark.bsky.social · 11/03/2025
The render graph debug composer is an essential component of the Breda framework. It allows us to view any resource we use during render graph construction 🏗️. In this video, we select a few textures which are used while rendering our final image.
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Evolve Benchmark @evolve-benchmark.bsky.social · 05/03/2025
Breda is our in-house rendering framework. This video highlights the efficient workflow we use for development. There are three steps when adding a new compute shader. (1) Setup resources with our render graph. (2) Define the shader in a yaml config file. (3) Write simple shaders using bindless.
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Evolve Benchmark @evolve-benchmark.bsky.social · 28/02/2025
This is some early footage of our work on neural radiance caching (NRC). With some aggressive learning rates 🎓 we achieve quite responsive results! Here we tweak the radiance coming from an object in the room next to us 💫. NRC is getting us closer to responsive and stable radiance caching 🌇.
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Jasper Bekkers @jasper-bekkers.bsky.social · 30/01/2025
@dachsjaeger.bsky.social thanks for the shout out of GPC, reallynice to see it get mentioned! 🫡
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Tomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024: www.youtube.com/watch?v=jusW... It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
youtube.com
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference
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