Jacco Bikker ๐ŸŽฆ's Avatar

Jacco Bikker ๐ŸŽฆ

@jbikker.bsky.social

Interests: Graphics ๐Ÿ–ผ๏ธ, Game development ๐Ÿ•น๏ธ, Retrodev (MSX / MSX2) ๐Ÿ‘พ. Ray Tracing ๐Ÿ“ˆ! Also interested in, but not posting on: Teaching ๐ŸŽ“, piano ๐„ž, marriage ๐Ÿง‘๐Ÿปโ€๐Ÿคโ€๐Ÿง‘๐Ÿป, Christianity โœ.

2,387 Followers  |  1,048 Following  |  430 Posts  |  Joined: 15.11.2023
Posts Following

Posts by Jacco Bikker ๐ŸŽฆ (@jbikker.bsky.social)

Post image Post image Post image Post image

The #MSX2 game DELTA (entry #30 for #MSXDev25) has been patched to v1.01 to address many of the gameplay concerns: Track layouts have improved, insta-deaths replaced by an energy bar and much more. Scores can be shared online via qr-codes as well!
Play v1.01 here: www.file-hunter.com/MSXdev/?id=d...

04.03.2026 19:19 โ€” ๐Ÿ‘ 6    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I am currently listening in on a conversation between two first year IGAD / BUas Games students where one student is explaining to the other how ASVGF deals with dynamic light sources.
Tears in my eyes.

04.03.2026 14:01 โ€” ๐Ÿ‘ 8    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image

Pretty sure you really wanted to see all the 14 uniform polyhedra with only regular 3, 4, 6 or 8-gons as faces today

01.03.2026 09:11 โ€” ๐Ÿ‘ 94    ๐Ÿ” 5    ๐Ÿ’ฌ 6    ๐Ÿ“Œ 0
Video thumbnail

Real-time Rendering with a Neural Irradiance Volume
Delivering fast inference (~1ms/frame), a tiny memory footprint (1-5MB), 10x quality gains over probe-based methods @ equivalent mem budgets, bringing neural rendering within reach of consumer hardware without RT or denoising.
arnocoomans.be/eg2026

27.02.2026 09:32 โ€” ๐Ÿ‘ 56    ๐Ÿ” 15    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
FragCoord - Shadertoy 2.0?
YouTube video by Gamefromscratch FragCoord - Shadertoy 2.0?

youtu.be/o16gPvcVMBY

24.02.2026 13:49 โ€” ๐Ÿ‘ 28    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image

Graphics Programming weekly - Issue 429 - February 22nd, 2026 www.jendrikillner.com/post/graphic...

23.02.2026 14:56 โ€” ๐Ÿ‘ 47    ๐Ÿ” 16    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image Post image Post image

MSXdev25 #30 - DELTA

Play online: file-hunter.com/MSXdev/?id=d...
Have fun!

#MSX

21.02.2026 15:33 โ€” ๐Ÿ‘ 17    ๐Ÿ” 7    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
How I made a shooter game in 64 KB
YouTube video by daivuk How I made a shooter game in 64 KB

Highly recommend this video, which is a super deep dive into the techniques used to create a 64kb demoscene-style '90s FPS:

www.youtube.com/watch?v=qht6...

21.02.2026 19:43 โ€” ๐Ÿ‘ 42    ๐Ÿ” 9    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Yes, so a low res map that catches 95% of the opaque or fully transparent pixels. For the remainder, use your current method.

21.02.2026 17:23 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The opacity map is just your early-out test.

21.02.2026 16:30 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Is using opacity micomaps an option? A bit per pixel for alpha testing may also help.

21.02.2026 15:41 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Video thumbnail

DELTA for #MSX2 is now available to play:
www.file-hunter.com/MSXdev/?id=d...
Developed together with Peter van Dranen of Breda University, DELTA is a full 3D game for an 1986 8-bit platform, running at 20fps. This uses an 8MB ROM and Konami's custom sound chip.

21.02.2026 15:01 โ€” ๐Ÿ‘ 17    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing.

Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out:

www.shadertoy.com/view/WX3fRB

11.02.2026 14:50 โ€” ๐Ÿ‘ 77    ๐Ÿ” 10    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
Post image

๐Ÿงต I've been experimenting with caching the best lights in world space to improve NEE sampling. Inspired by ReGIR, MegaLights, and www.yiningkarlli.com/projects/cac....

19.02.2026 02:13 โ€” ๐Ÿ‘ 47    ๐Ÿ” 7    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
Post image

Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...

17.02.2026 17:13 โ€” ๐Ÿ‘ 49    ๐Ÿ” 20    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1
Post image Post image Post image Post image

Dear ImGui 1.92.6 released!
github.com/ocornut/imgu...
~80 fixes/improvements/additions
(incl. new default scalable vector font matching classic font, color markers on multi-components widgets, many fixes for fonts, tables, tree nodes, text input, navigation, viewports, backends...)

17.02.2026 22:59 โ€” ๐Ÿ‘ 76    ๐Ÿ” 10    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 3
Post image

Dutch news NOS today shows an MSX2 on their frontpage. :) Celebrating 40 years of electronic banking. It's a Philips VG-8235, a rather pretty device.

13.02.2026 06:08 โ€” ๐Ÿ‘ 8    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Glorious! I am using "Fenster" right now for TinyBVH examples, but if this starts gaining Linux / Apple support, I would move over right away. Love the 13h vibe.

12.02.2026 14:23 โ€” ๐Ÿ‘ 12    ๐Ÿ” 1    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
Preview
High-Performance Graphics 2026 CFP High-Performance Graphics 2026 Call for Participation

In 2026, I reprise my role as High-Performance Graphics papers chair, joined by Markus Kettunen.
The papers deadline is 8 weeks from now. Submit your performance-oriented graphics research and present it in LA, just before SIGGRAPH (July 17-19 2026)!
www.highperformancegraphics.org/2026/call-fo...

12.02.2026 12:04 โ€” ๐Ÿ‘ 19    ๐Ÿ” 9    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image Post image Post image

Here are some techniques I discovered through 14 years of shader programming:

10.02.2026 23:34 โ€” ๐Ÿ‘ 166    ๐Ÿ” 34    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 1

Great tool! Looks like I am in great company. :) Made several new contacts too today!

10.02.2026 12:34 โ€” ๐Ÿ‘ 8    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image Post image

Well Sony basically kept doing that.

09.02.2026 16:09 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image

We had the Grand Finals of the Teapot Rendering Competition this week. These are original scenes by students at the #UniversityofUtah, rendered using their own ray tracers written in C++, commemorating the famous #UtahTeapot. You can see them all here:
graphics.cs.utah.edu/trc/
#raytracing

06.02.2026 01:34 โ€” ๐Ÿ‘ 41    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.

Cornell box rendered by ray tracing using the pinhole camera model and the camera model with radial distortion - a comparison.

Want to build your own ray tracer or path tracer on AMD GPUs? Our #Raytracing using #HIP paper covers:

๐ŸŽ‡ The essential math
๐ŸŽ‡ Camera setup, intersections, NEE, BVH
๐ŸŽ‡ How to accelerate everything with HIPRT

Find it with our papers: gpuopen.com/learn/public...

30MB PDF: gpuopen.com/download/202...

03.02.2026 15:44 โ€” ๐Ÿ‘ 31    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image Post image Post image

Marcin Zalewski informed me that his blog post on real-time hair rendering using ray tracing is now available:
mmzala.github.io/blog/hair-ge...
This is nice work, in which he compares NVidia's hardware accelerated hair to several alternatives, including Reshetov's Phantom Ray Hair Intersector.

02.02.2026 15:29 โ€” ๐Ÿ‘ 40    ๐Ÿ” 13    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image

Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...

02.02.2026 14:01 โ€” ๐Ÿ‘ 54    ๐Ÿ” 15    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image Post image Post image Post image

Preparing #DELTA for #MSX2 / #MSXDev25! Final beta testing, bug fixing, polishing and tweaking art with Peter van Dranen. Testing on a beautiful Sony MSX1 with "Goa'uld" (instead of z80) for MSX2+ functionality, and the awesome MSX laptop (FPGA). Development hardware: Carnivore 2 and Pico+. Joy!

30.01.2026 18:59 โ€” ๐Ÿ‘ 11    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Buffer
vec2 p=(FC.xy*2.-r)/r.y;
float l=length(p)-.6,a=atan(p.y,p.x)+t*.5;
o=tanh(.3*(.7+vec4(-p,p))*dot(p,cos(t+vec2(0,2)))/length(vec2(min(l*4.,l)*4.,cos(a*8.)-.9)));

30.01.2026 14:03 โ€” ๐Ÿ‘ 46    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Video thumbnail

New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs

29.01.2026 12:22 โ€” ๐Ÿ‘ 164    ๐Ÿ” 30    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 2
Preview
GitHub - BoyBaykiller/IDKEngine: OpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer with Voxel Cone Tracing/Global Illumination OpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer with Voxel Cone Tracing/Global Illumination - BoyBaykiller/IDKEngine

Awesome writeup on the power of pre-splitting for producing high-quality BVHs:
github.com/BoyBaykiller...
One interesting quote: "You may notice PreSplitting improves performance but increases the SAH cost. SAH is not a perfect predictor of performance."

29.01.2026 12:40 โ€” ๐Ÿ‘ 21    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0