Stefan Pijnacker
@StefanPijnacker
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24 yo | Junior Graphics Programmer @ Massive Entertainment | bsky: https://t.co/SIz58hjrB1 | Passionate about Light Transport and GI
Netherlands
Joined October 2017
Hey there! I just released my first article: "Graphics Programming - Where to Start" https://t.co/IKZUTa5Os3 It's aimed towards new graphics programmers that want resources that are in my opinion the best when starting out with graphics. Hopefully it can be of help to some :)
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“Atan” tied for the 2025 BAFTA Student Award for Games. The game was created by Tom Baas, Jakub Petr, Stefan Pijnacker, Ketlin Riks, Lisette Van Den Dolder from Breda University of Applied Sciences in the Netherlands.
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Hey there, I decided to write a "Quick-Reference Guide" to DirectX 12 resources. It discusses some of the key topics and terminology of DX12 resources. Mainly intended for people new to the API or wanting a refresher. https://t.co/z0mgblrzQe
stefanpijnacker.nl
This article is a quick reference guide on the different types of resources in DirectX 12 and what the key concepts behind them are.
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Did some work iterating materials & model loading for my path tracer. Quite happy with this one! Building test scenes is starting to be fun.
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Did a overhaul of the material pipeline, have some more control now. Next up is improving the framework and trying different camera models.
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Started working again on my renderer that uses DirectX Ray Tracing. Making good progress right now. Gonna do some more modern techniques soon together with supporting quality settings.
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Part 2 of 'Compute with DirectX 12' is now out! Learn about UAVs, creating compute pipelines and running your first compute shader. https://t.co/Z4jbfKwCum The final part where we will make an interactive particle simulation will be out soon.
stefanpijnacker.nl
This time we will take the theory we discussed in Part 1 and put it into practice. We're going to write our first compute pipeline that is able to present screen-space coordinates.
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This series is aimed towards people completely new to the topic. I myself found the topic daunting at first so I wanted to write a more introductory series for others to use. The next article(s) will be about the DirectX backend and how to write a simple particle simulation!
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Hey there! I started a new article series on how to write compute shaders with DirectX 12. The first chapter discusses the theory of compute which is mostly applicable for any Graphics API or engine. https://t.co/0HQixLz8Yw
stefanpijnacker.nl
We will discuss the general theory of parallel processing and compute shaders. We will talk about what compute shaders are, why they can be so powerful and some things to keep in mind while working...
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Thanks for posting about our game!
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Further progress with materials. Dielectrics are in and specularity can now be tweaked per instance. Onwards to microfacet.
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Another step done, I now have editor controls and I've per instance data! Now onto materials and variance reduction
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Just signed my internship contract! :) I will be starting as a researcher in Computer Graphics at @TraverseBreda in September. I finally have the opportunity to contribute something to the field.
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Path tracing algorithm working now with DXR! Now onto more material models and some editor controls.
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Delving into DirectX Ray Tracing Basics are done, path tracing is next!
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Even more particles! It now creates little 'creatures' out of it. I will probably write an article soon around the idea of emergence with simple particle systems. Having too much fun with it.
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Update on the particle simulations. Did two more! The most fun one being 'Life' Which creates cell-like structures and behaviors
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