I think I'll operate from Mastodon, at least for a while. This should be a proper link:
Jacco Bikker
@j_bikker
Ex-game developer, ex-rasterizer, now doing ray tracing, low-level optimization and lecturing about it for fun and profit. Mostly for fun though! C+/"Sane C++".
Houten, The NetherlandsJoined September 2011
Jacco Bikker’s Tweets
for(float i,e,g,s,u;i++<1e2;o+=.01/exp(e*9.+vec4(1,3,4,4)*.1*s)){vec3 p=vec3((FC.xy-.5*r)/r.y*g,g-6.);p.zx*=rotate2D(t*.5);e=s=4.;for(int j;j++<12;p.xy=1.-abs(p.xy+p.z*sin(t+p.z)*.1))s/=u=dot(p,p),p/=-u,p.y=-p.y,p.xy=abs(p.xy+.8),e=min(e,p.y/s+.1/s*sin(t*.5));g+=e;}
#つぶやきGLSL
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Hey I work there! Hey I work there too! - Lots of familiar faces and a cool topic. :) Great to have all this together in Breda.
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Today we start with the second edition of the Rusterizer masterclass @BuasGames where we build a software rasterizer in Rust, with supervision and lectures by colleagues from @TraverseBreda and @EmbarkStudios
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I always assumed that this would change the scale, but it doesn't, as simply proven by Tom. Could also be great for voxels perhaps. One thing I'm wondering: it's going to give you a different result than a normal rotation, but why and what's the nature of the difference?
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Rotation of sprites using three shears.
cohost.org/tomforsyth/pos
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Proud to serve as paper chair, together with AMD's Christiaan Gribble. Looking forward to seeing you in real life in Delft!
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High Performance Graphics is coming to Delft, Netherlands, on June 26-28, 2023 (co-located with @EGSympRendering) Virtual attendance details TBD.
Paper abstracts: April 12
Paper submissions: April 17
Poster submissions: May 15
More info: highperformancegraphics.org/2023/call-for-
See you at HPG!
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My work-from-home place. So cosy.
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By the way, in a little voxel engine this would make for some lovely content. Hmm.. It's almost weekend. :)
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And this one is for my poor Y1 IGAD students working on procedural stuff for their tank game on the #raspberry pi4. :)
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As someone who actually bought computers in the 80s (grandpa's money ofc!), I feel this in my stomach. Pure excitement.
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🧐 I'm honored!
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Next week, we will read and discuss Jacco Bikker's lecture slides to try to understand the ReSTIR algorithm
meetup.com/graphics-progr
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Retweeting a small indie procgen game: for just 5 euros you buy some labor of love, with a vast world and a great atmosphere.
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Replying to @protopop
This looks and runs incredible. The procedural generation is awesome and a big thumbs up for proper (non SSR) reflections :)
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for(float i,g,e,R,S;i++<1e2;o.rgb+=hsv(.4-.02/R,(e=max(e*R*1e4,.7)),.03/exp(e))){S=1.;vec3 p=vec3((FC.xy/r-.5)*g,g-.3)-i/2e5;p.yz*=rotate2D(.3);for(p=vec3(log(R=length(p))-t,e=asin(-p.z/R)-.1/R,atan(p.x,p.y)*3.);S<1e2;S+=S)e+=pow(abs(dot(sin(p.yxz*S),cos(p*S))),.2)/S;g+=e*R*.1;}
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Indeed, and after that the machine felt 10x faster but it wasn't but you would still make a fresh image with Norton which you never restored from. Good times.
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Some WIP with a new scene with moving lights. Only direct lighting here. Also no denoiser, only DLSS and RestirDI. I use light tree bvh aconty.com/pdf/many-light and rebuild it every frame on cpu (debug draw lines in the video). It gives pretty decent quality even without Restir
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Randomly assign each pixel to an incidence angle, bake it, and lights up the pixel only when it aligns with the view direction...
It actually works but not practical to do🤣
#b3d #procedural
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Stream compaction is a useful technique to remove unnecessary work from data processed in a shader, I wrote a post describing how it can be implemented with wave intrinsics using a snippet from FidelityFX's SSSR as an example. Merry Christmas everyone!
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Custom realtime compute shader global illumination pathtracer, still a heavy WIP but I need more ideas for stuff to add to it
All up on my github
github.com/Pjbomb2/Realti
#madewithunity #unity3d #pathtracing
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Some random pictures from assignment 2 ("BVH") of Advanced Graphics (Utrecht University). I didn't specifically ask for 'pretty pictures', but will do so for the final assignment. :)
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Graphics Programming weekly - Issue 267 - December 25th, 2022 jendrikillner.com/post/graphics-
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This Sega Saturn homebrew demo is unreal. Seriously, it is Unreal. XL2 , Corvusdeux and Ponut sent the first two levels of this port to the SegaXtreme homebrew contest. A 1998 PC game on the 1994 console, no RAM cart. Custom engine, no Unreal source code.
segaxtreme.net/resources/irre
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Baking a 3D scene onto a plane using hexagonally packed... panoramas
8192x8192 image texture with ~50k spheres on it to create this 😂
#b3d
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I smell an excellent excuse for path tracing at a lower resolution. ;)
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Replying to @aeriflame @evolutionalgd and @ThKasparrr
wait, I wrote a PAL/NTSC filter? :)
(I guess you mean this? github.com/LMP88959/NTSC-, I just posted a link on the 'other' social media site, it's not my work)
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Two students (Idan Grady, Jaimy Kwa, with permission) requested help for their BVH builder, which was producing 100% overlapping AABBs for each split. Of course this happens for two tris in a quad, but they are using 18 triangles... What could be wrong? Then they showed me this:
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Call for speakers! If you have anything in the area of #procedural content generation for games to share for our conference on April 21st? Please let us know or use this form: forms.gle/MzbGds6KqCcVsH
#procgen #generativeart #creativecoding #gamedev #indiedevs
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Now why would you use Rust for that. ;)
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Largely based on jacco.ompf2.com/2022/04/21/how
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Graphics Programming weekly - Issue 266 - December 18th, 2022 jendrikillner.com/post/graphics-
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👀 > fastgltf
A superfast SIMD powered glTF 2.0 parser written in C++17 with minimal dependencies
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My previous tweet may not have worked out as intended for obvious reasons. Here's another attempt: The boss of this ship needs your opinion on something but certain decisions of the past may make it hard to act. You know what to do.
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Musk wants to know if he should resign and promises to honor the outcome of the poll.
Perhaps you blocked his account, "Musk", "Elon Musk", "Musketeers" (sorry famous SF writer) and others; you can temporarily undo this in settings -> "Muted Words".
Poll:
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If you haven't watched it yet, you really should watch 's continuity of splines video. This info is scattered like dust in the wind otherwise and really hard to get such a good holistic view of. Very understandable too.
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I've had a few questions about SW rasterization recently, so I'm retweeting this, as it links to the Dr.Dobbs articles by legend Michael Abrash (of Quake 1 optimization fame!).
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Replying to @pikuma
next step, Michael Abrash rasterizer cs.cmu.edu/afs/cs/academi
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A real-time ray tracer based on ReSTIR-DI and ReSTIR-GI as the final project for CIS-565.
github.com/IwakuraRein/CI
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#GPUOpen published bits of my work on real-time denoising : bit.ly/3PwGTvV. If you have any question, feel free to ask me!
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