Sign in

Jacco Bikker 🎦

@jbikker.bsky.social
2.5K followers 1.1K following 523 posts

Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻‍🤝‍🧑🏻, Christianity ✝.

PostsRepliesMedia
Reposted by Jacco Bikker 🎦
Jendrik Illner @jendrikillner.bsky.social · 01/10/2026
Graphics Programming weekly - Issue 457 - September 27th, 2026 www.jendrikillner.com/post/graphic...
03517
Reposted by Jacco Bikker 🎦
Arseny Kapoulkine @zeux.io · 30/09/2026
New blog post! In "Billions of triangles redux" we take another stab at improving various parts of clustered level of detail pipeline to make Zorah smaller and nicer! zeux.io/2026/09/30/b...
14915
Reposted by Jacco Bikker 🎦
squirrelbaffler.bsky.social @squirrelbaffler.bsky.social · 29/09/2026
www.youtube.com/watch?v=nc9-... This is a pretty neat technique. Well-presented, too!
youtube.com
A New Approach to RAYTRACED LIGHTING in my VOXEL ENGINE | Devlog 5
YouTube video by frozein
02711
Reposted by Jacco Bikker 🎦
Traylorpark @petertraylor.bsky.social · 28/09/2026
I'm a GUI Jockey, and I'm not really much of a programmer. So when someone makes a "Unity Like" engine for the a retro game console, I get to do stupid things, like make this "Cornell Box" bounce light scene for the #Nintendo64! #Pyrite64 amazes!
0206
Jacco Bikker 🎦 @jbikker.bsky.social · 26/09/2026
From reddit: Optimizing blur. www.reddit.com/r/GraphicsPr...
reddit.com
From the GraphicsProgramming community on Reddit: Acerola - How to blur images at 20,000 FPS (or 50 microseconds)
Explore this post and more from the GraphicsProgramming community
0141
Reposted by Jacco Bikker 🎦
なが @nagakagachi.bsky.social · 25/09/2026
github.com/nagakagachi/...
github.com
GitHub - nagakagachi/instant-rdv-ue: instant raster derived voxel ue plugin
instant raster derived voxel ue plugin. Contribute to nagakagachi/instant-rdv-ue development by creating an account on GitHub.
032
Jacco Bikker 🎦 @jbikker.bsky.social · 25/09/2026
TinyBVH 1.9.0 is now available on the main branch: github.com/jbikker/tiny... This release has been prepared in collaboration with @wjakob.bsky.social. As of 1.9.0, TinyBVH switched from 'single-header' to 'header-only', because the tiny thing was getting unwieldy... Overview of what's new: (1/3)
github.com
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
1203
Reposted by Jacco Bikker 🎦
Mattias Ljungström @spacesofplay.com · 23/09/2026
minc compiler 0.9.15 now available from minc.dev More correctness, optimizations fixes, updated sokol headers to latest, two new sokol-samples (cmdbuf, sparse_ub) at (spacesofplay.github.io/sokol-sample...). Also re-transpiled latest box3d api with new features (spacesofplay.github.io/box3d-minc/).
193
Reposted by Jacco Bikker 🎦
Matt Henderson @matthen.com · 24/09/2026
every (convex) quadrilateral is a square- if you view it from the right perspective
1231432
Reposted by Jacco Bikker 🎦
Raph Levien @raphlinus.bsky.social · 23/09/2026
A huge milestone: Fearless SIMD 1.0 is published: linebender.org/blog/fearles.... This was a real collaboration, thanks especially to Sergey Davidoff for pushing this over the line, Laurenz Stampfl, Andrew Jakubowicz, valadaptive, Benjamin Saunders, and Daniel McNab.
linebender.org
Fearless SIMD v1.0 is here
Fearless SIMD v1.0 is here
27715
Reposted by Jacco Bikker 🎦
Krzysztof Narkowicz @knarkowicz.bsky.social · 22/09/2026
Interesting DLSS5 tech details: github.com/maanHimself/...
github.com
GitHub - maanHimself/OpenDLSS-NR: A Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, bit-exact against the original.
A Vulkan reimplementation of NVIDIA's DLSS 5 Neural Rendering network, bit-exact against the original. - maanHimself/OpenDLSS-NR
1208
Reposted by Jacco Bikker 🎦
Jendrik Illner @jendrikillner.bsky.social · 22/09/2026
Graphics Programming weekly - Issue 456 - September 20th, 2026 www.jendrikillner.com/post/graphic...
03816
Reposted by Jacco Bikker 🎦
DiGiTaL.DOG🐕🏳️‍🌈 @puppy.surf · 21/09/2026
blurring the RGB channels individually really helps give that harshness good writeup: animationobsessive.substack.com/p/dangerous-...
animationobsessive.substack.com
Dangerous Light
On a lost effect from the analog film era.
0428
Reposted by Jacco Bikker 🎦
Maximilian Tarpini @maxtarpini.bsky.social · 20/09/2026
Wrote something about SSS and Blue noise : www.linkedin.com/pulse/what-h...
linkedin.com
What Happens When SSS Meets Blue Noise: Super-Exponential Light Transport
When subsurface scattering (SSS) is driven by a blue-noise distribution, classical light transport breaks down. Light no longer decays exponentially according to the traditional Beer-Lambert law.
1239
Reposted by Jacco Bikker 🎦
Alpha Beta Gamer @alphabetagamer.bsky.social · 19/09/2026
Ever wanted to blast something off the internet? PAGE RAGE is a fun little browser extension game that allows you to destroy any web page! It's available for free here! page-rage.com by indie dev Alex Reardon #gaming
12635220
Reposted by Jacco Bikker 🎦
JMS55 @jms5517.bsky.social · 18/09/2026
New blog post! Go read about making ReSTIR better, killing ReSTIR, improving denoising, and more! jms55.github.io/posts/2026-0...
14515
Reposted by Jacco Bikker 🎦
AMD GPUOpen @gpuopen.bsky.social · 17/09/2026
More on our tetrahedral cage research: the numbers behind the demo video. 🌳 📉 <2GB of BVH memory, vs. up to 80GB for conventional animated BVHs. ⚡ 500M+ animated triangles ray traced per frame at 60+ FPS. See the breakdown ⬇️ gpuopen.com/learn/how-te...
gpuopen.com
How tetrahedral cages significantly reduce BVH memory usage
The AMD tetrahedral cage technique ray traces 25,000 independently animated plants at 60+ FPS while slashing BVH memory and update costs for massive dynamic scenes.
0217
Reposted by Jacco Bikker 🎦
Jendrik Illner @jendrikillner.bsky.social · 17/09/2026
Graphics Programming weekly - Issue 455 - September 13th, 2026 www.jendrikillner.com/post/graphic...
03113
Jacco Bikker 🎦 @jbikker.bsky.social · 17/09/2026
Hm
121
Reposted by Jacco Bikker 🎦
Ben Beilharz @engramm.ing · 17/09/2026
Two new interesting graphics papers. Gaussian Light Transport: patrick-attimont.com/projects/gau... Diffusion Restore: arxiv.org/abs/2605.08916
arxiv.org
Diffusion Restore: Real-Time Markov Chain Monte Carlo Light Transport
We present Diffusion Restore, a real-time framework for diffusion-based MCMC light transport. MCMC methods are highly suitable for sampling from complex high-dimensional distributions and for approxim...
0112
Reposted by Jacco Bikker 🎦
Cem Yuksel @cemyuksel.com · 15/09/2026
Martin Newell, Jim Blinn, and I told the story of the #UtahTeapot at #SIGGRAPH2026, celebrating the 50th anniversary of its first appearance at SIGGRAPH in 1976, which quickly turned it into a symbol of Computer Graphics. Watch here: www.youtube.com/watch?v=k-23...
1305
Reposted by Jacco Bikker 🎦
Pedro J. Estébanez — Pedrocorp @pedrocorp.net · 11/09/2026
Quite unsettling, isn't it?
3242
Reposted by Jacco Bikker 🎦
MΛX @m4xc.bsky.social · 09/09/2026
Experimenting with cone tracing in our 2D pixel art game :) Here I am using cone tracing to trace the soft shadows. (no GI)
0192
Reposted by Jacco Bikker 🎦
Don Williamson @donw.bsky.social · 09/09/2026
In ~2007 when coding the ambient lighting of Splinter Cell, I had the idea of storing dynamic SH probes in Voronoi cells, where a) dynamic objects could walk/lerp the face graph, and b) static meshes "palettised" probes per vertex and lerped to give Realtime GI. It never shipped but look how pretty!
410515
Reposted by Jacco Bikker 🎦
Soufiane KHIAT @soufianekhiat.bsky.social · 05/09/2026
Alwan 2.0.0 is out. Colour science in pure C11, first public release. Almost a year! No dependencies. f32 and f64 in one binary. A core that compiles unchanged as C, HLSL, GLSL and Halide. MIT. github.com/soufianek... 1/28
22412
Reposted by Jacco Bikker 🎦
Andrew Helmer @andrewhelmer.bsky.social · 05/09/2026
Sebastian Aaltonen's No Graphics API is now on Github! github.com/sebbbi/NoGra...
github.com
GitHub - sebbbi/NoGraphicsAPI: Minimal graphics API. Built on top of latest Vulkan extensions. As close as possibly to my "No Graphics API" blog post and the SIGGRAPH talk.
Minimal graphics API. Built on top of latest Vulkan extensions. As close as possibly to my "No Graphics API" blog post and the SIGGRAPH talk. - sebbbi/NoGraphicsAPI
16216
Reposted by Jacco Bikker 🎦
Jendrik Illner @jendrikillner.bsky.social · 05/09/2026
Graphics Programming weekly - Issue 453 - August 30th, 2026 www.jendrikillner.com/post/graphic...
05523
Reposted by Jacco Bikker 🎦
Rune Skovbo Johansen @runevision.bsky.social · 03/09/2026
Tone mapping investigation / tool showcase / rant www.youtube.com/watch?v=k1dJ... #GameDev #IndieDev #Graphics
youtube.com
Tone mapping investigation / tool showcase / rant
YouTube video by runevision
45811
Jacco Bikker 🎦 @jbikker.bsky.social · 03/09/2026
Happy to announce that I will be speaking about BVHs at the Graphics Programming Conference in Breda in November! graphicsprogrammingconference.com Title is "The State of the BVH". Now I need to make content. ;)
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.
0393
Reposted by Jacco Bikker 🎦
Andrew Willmott @andrewwillmott.bsky.social · 31/08/2026
It's really hard to beat this for a practical, worked example of how modern CPU/memory architectures affect performance. It describes the issues with (and corresponding solutions for) a simple matrix transpose: gudok.xyz/transpose/.
gudok.xyz
What it takes to transpose a matrix
03412
Reposted by Jacco Bikker 🎦
Miolith @miolith.bsky.social · 29/08/2026
New shader www.shadertoy.com/view/NfGXDD
3293
Reposted by Jacco Bikker 🎦
Tore Lervik @hallatore.bsky.social · 27/08/2026
Really excited to finally release FPOM! 🥳 It's a Parallax Occlusion Mapping shader I made with the goal of having an alternative for Nanite Displacement that looks good for a fraction of the cost. Works with Landscape, Mesh Terrain, Meshes, Decals etc. fab.com/listings/f56... #gamedev
312125
Jacco Bikker 🎦 @jbikker.bsky.social · 28/08/2026
I DID NOT KNOW that. Life changing! Suddenly Bluesky is much closer to the Twitter I used to hate.
030
Reposted by Jacco Bikker 🎦
Rob Wolfe @rob-wolfe.com · 27/08/2026
This is just lovely
051
Reposted by Jacco Bikker 🎦
Xor @xordev.com · 28/08/2026
Published all of 74 tutorials on FragCoord: fragcoord.xyz/u/Xor?tab=tu...
05410
Reposted by Jacco Bikker 🎦
Bart Wronski 🇺🇦🇵🇸 @bartwr.bsky.social · 27/08/2026
Hi Jendrik, I don't know if you ever featured our paper on learned light transport - it's more research than a practical real-time technique, but hopefully could be inspiring: dl.acm.org/doi/full/10.... arxiv.org/abs/2510.18189 (Preprint was available for a while, but the official paper is recent)
dl.acm.org
A Generalizable Light Transport 3D Embedding for Global Illumination | Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference Conference Papers
062
Reposted by Jacco Bikker 🎦
Jendrik Illner @jendrikillner.bsky.social · 27/08/2026
Graphics Programming weekly - Issue 452 - August 23rd, 2026 www.jendrikillner.com/post/graphic...
15518
Jacco Bikker 🎦 @jbikker.bsky.social · 26/08/2026
New demo, very much WIP: hair rendering using Reshetov and Hart's 'RoCap' algorithm, on the GPU. These are smooth spline curves with per-vertex thickness rather than approximations such as NVIDIA's Linear Swept Spheres. The BVH is built over strand AABBs, strands are primitives in the leafs.
1223
Jacco Bikker 🎦 @jbikker.bsky.social · 25/08/2026
Evoke 2026 (Cologne, Germany) results are starting to appear on Pouet.net: www.pouet.net/party.php?wh...
090
Jacco Bikker 🎦 @jbikker.bsky.social · 25/08/2026
Once upon a time we tried to build a 'portal' 3D engine around a 'constrained Delaunay triangulation'. The data structure was nightmarish but the concept so cool.. Nice to see it return for splatting!
0100
Jacco Bikker 🎦 @jbikker.bsky.social · 25/08/2026
TinyBVH is undergoing AI-assisted refactoring. This is improving robustness but also fixes bugs and improves performance. E.g.: * Full-sweep build time (Sponza) from 42 to 29ms * SBVH+presplit+optimized BVH from 301 to 107ms * CWBVH perf +30% And so on. On the dev branch: github.com/jbikker/tiny...
github.com
GitHub - jbikker/tinybvh at dev
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
3132
Reposted by Jacco Bikker 🎦
Abel @abeliansoup.bsky.social · 23/08/2026
much more 'what else is like this' visual inspiration at etienne's tumblr which I wholeheartedly recommend: necessary-disorder.tumblr.com. mesmerisingly beautiful stuff
necessary-disorder.tumblr.com
necessary disorder
I make GIFs.
0125
Reposted by Jacco Bikker 🎦
Mattias Ljungström @spacesofplay.com · 20/08/2026
New minc compiler version 0.9.11 is now available (minc.dev). Main feature - all core sokol-sample features are now supported correctly. There's a wasm gallery available here: spacesofplay.github.io/sokol-sample...
about 20 sokol-samples examples running on windows.
1145
Reposted by Jacco Bikker 🎦
ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SPEEDING UP PATH TRACING VIA ORCA (ONLINE RADIANCE CACHE ACCELERATION) by @jontology2.bsky.social from EA SEED are now online - enjoy!! advances.realtimerendering.com/s2026/index....
14217
Jacco Bikker 🎦 @jbikker.bsky.social · 19/08/2026
I have been working on some dx12 hw ray tracing code to directly compare TinyBVH sw ray tracing on the GPU against DXR. Code is now in the dev branch, see external/dx12rt. Results so far: TinyBVH reaches about 38% of HW RT perf for primary rays. Need to do better. :) github.com/jbikker/tiny...
github.com
GitHub - jbikker/tinybvh at dev
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
2232
Reposted by Jacco Bikker 🎦
Jendrik Illner @jendrikillner.bsky.social · 18/08/2026
Graphics Programming weekly - Issue 451 - August 16th, 2026 www.jendrikillner.com/post/graphic...
05116
Reposted by Jacco Bikker 🎦
Kostas Anagnostou @kostasanagnostou.bsky.social · 16/08/2026
Great presentation, also includes a good summary of denoising, recommended read: "Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4", Advances in Real-Time Rendering, Siggraph 2026 advances.realtimerendering.com/s2026/index....
advances.realtimerendering.com
SIGGRAPH 2026 Advances in Real-Time Rendering in Games course
1227
Reposted by Jacco Bikker 🎦
Jendrik Illner @jendrikillner.bsky.social · 14/08/2026
Graphics Programming weekly - Issue 450 - August 9th, 2026 www.jendrikillner.com/post/graphic...
06222
Jacco Bikker 🎦 @jbikker.bsky.social · 14/08/2026
Returning to the webs after a chicken-den-construction-filled holiday. Chickens are cool but so is math. So... w=a*b typically has an error (check, not a surprise), but the error can be accurately calculated (big surprise to me). I suppose w+e cannot be calculated accurately then?
460
Reposted by Jacco Bikker 🎦
Maximilian Tarpini @maxtarpini.bsky.social · 13/08/2026
All currently available SSS models ignore internal boundary condition (aka TIR) .. but trapping rays past the critical angle (keeping'em bouncing) forces longer path lengths .. for richer, more saturated, physically accurate translucency. Same color and mfp. With / without TIR
2449