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.

2,336 Followers  |  1,016 Following  |  384 Posts  |  Joined: 15.11.2023  |  2.0188

Latest posts by jbikker.bsky.social on Bluesky

A four-pane comparison of different formulas for greyscale conversion.
Top row: Linear sRGB (the correct way to do it), Gamma sRGB (the somewhat wrong "luma" formula).
Bottom row: CIELAB L* (a high quality option), and the new alternative gamma-space version.

Careful inspection shows the "Gamma sRGB" case is slightly dimmer at points than the others.

A four-pane comparison of different formulas for greyscale conversion. Top row: Linear sRGB (the correct way to do it), Gamma sRGB (the somewhat wrong "luma" formula). Bottom row: CIELAB L* (a high quality option), and the new alternative gamma-space version. Careful inspection shows the "Gamma sRGB" case is slightly dimmer at points than the others.

A quote from โ€œPrinciples of Digital Image Processingโ€ by Wilhelm Burger and Mark J. Burge. It shows weights that are a better fit for gamma-space greyscale conversion.

A quote from โ€œPrinciples of Digital Image Processingโ€ by Wilhelm Burger and Mark J. Burge. It shows weights that are a better fit for gamma-space greyscale conversion.

New article on my site: Better sRGB to greyscale conversion

The commonly used greyscale formula is slightly off when computed in gamma space but can it be fixed?

๐Ÿ“œ 30fps.net/pages/better...

13.10.2025 17:56 โ€” ๐Ÿ‘ 36    ๐Ÿ” 9    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...

29.09.2025 13:30 โ€” ๐Ÿ‘ 48    ๐Ÿ” 21    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Have you considered using tinybvh for your ray tracing needs? It's easy to integrate and very fast.

01.10.2025 18:41 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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

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

26.09.2025 09:10 โ€” ๐Ÿ‘ 30    ๐Ÿ” 7    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 1

I always feel a bit dishonest when I click 'not now' when I want to say 'not ever' but the option is unavailable.

24.09.2025 10:46 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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!

23.09.2025 12:08 โ€” ๐Ÿ‘ 37    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...

22.09.2025 13:41 โ€” ๐Ÿ‘ 54    ๐Ÿ” 17    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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.

18.09.2025 17:45 โ€” ๐Ÿ‘ 23    ๐Ÿ” 7    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...

15.09.2025 16:32 โ€” ๐Ÿ‘ 64    ๐Ÿ” 20    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library. Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh

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...

05.09.2025 06:29 โ€” ๐Ÿ‘ 19    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Shadertoy

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

04.09.2025 17:11 โ€” ๐Ÿ‘ 37    ๐Ÿ” 4    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Looks like Steam's store is dead, everyone trying to buy Silksong I suppose? ;)

04.09.2025 14:06 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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"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);

03.09.2025 22:41 โ€” ๐Ÿ‘ 78    ๐Ÿ” 7    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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.

03.09.2025 11:58 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library. Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh

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...

02.09.2025 08:46 โ€” ๐Ÿ‘ 32    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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.

30.08.2025 15:23 โ€” ๐Ÿ‘ 89    ๐Ÿ” 21    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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GPU utilisation and performance improvements Drill deep into a GPUโ€™s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on iโ€ฆ

New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...

29.08.2025 19:52 โ€” ๐Ÿ‘ 101    ๐Ÿ” 24    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

It's happening again! Do check the line-up, it's awesome!

28.08.2025 17:07 โ€” ๐Ÿ‘ 16    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library. Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh

Link: github.com/jbikker/tiny...
Also worth noting:
TinyBVH is rapidly approaching 1000 stars.
Currently: 990 stars, 61 forks, 29 contributors.
Thanks for the support!

27.08.2025 10:08 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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!

27.08.2025 10:08 โ€” ๐Ÿ‘ 19    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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?

22.08.2025 14:13 โ€” ๐Ÿ‘ 11    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Jakub Bokลกanskรฝ and Daniel Meister: Neural Visibility Cache for Real-Time Light Sampling

jcgt.org/published/00...

22.08.2025 09:50 โ€” ๐Ÿ‘ 7    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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"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);

19.08.2025 15:52 โ€” ๐Ÿ‘ 168    ๐Ÿ” 23    ๐Ÿ’ฌ 8    ๐Ÿ“Œ 1
scene.org file archive :: browsing /parties/2025/evoke25/

๐Ÿ’พReleases! 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...

18.08.2025 18:09 โ€” ๐Ÿ‘ 4    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Graphics Programming weekly - Issue 404 - August 17th, 2025 www.jendrikillner.com/post/graphic...

18.08.2025 13:19 โ€” ๐Ÿ‘ 62    ๐Ÿ” 17    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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.

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.

Derivatives, Gradients, Jacobians and Hessians โ€“ Oh My!
New mathy blog post to try and make some scary sounding terms less scary.
blog.demofox.org/2025/08/16/d...

17.08.2025 04:33 โ€” ๐Ÿ‘ 130    ๐Ÿ” 34    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 1

Another option is to use Startpage, which gives you Google search without the AI overview (and no tracking etc.)

www.startpage.com

18.08.2025 07:46 โ€” ๐Ÿ‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Lovely! Colormaps are very useful and I occasionally find myself looking for the 'best one' (typically one that is visually pleasing). But his takes it several steps further.

15.08.2025 17:23 โ€” ๐Ÿ‘ 13    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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It's summer and TinyBVH updates are slow, but something cool happened nevetheless:
Florent Le Moรซl sends word that Python bindings for TinyBVH are now available.
Check out the repo:
github.com/FlorentLM/py...
Great stuff!

11.08.2025 11:28 โ€” ๐Ÿ‘ 22    ๐Ÿ” 6    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
A log/log error graph of Monte Carlo integration of the function y=x between 0 and 1, using a couple different sampling strategies.

A log/log error graph of Monte Carlo integration of the function y=x between 0 and 1, using a couple different sampling strategies.

Toroidally Progressive Stratified Sampling in 1D
New Blog Post! See how to use a low discrepancy shuffler to make stratified sampling toroidally progressive.
blog.demofox.org/2025/08/03/t...

03.08.2025 18:38 โ€” ๐Ÿ‘ 25    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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