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Jacco Bikker Profile
Jacco Bikker

@j_bikker

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3,898
Following
603
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327
Statuses
2,227

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 Netherlands
Joined September 2011
Don't wanna be here? Send us removal request.
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@j_bikker
Jacco Bikker
4 years
The power of anisotropy. Via:
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@j_bikker
Jacco Bikker
4 years
Brute force path tracing #RTXOn , almost there at 12spp. For the full sequence, get the executable: Source code on github:
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@j_bikker
Jacco Bikker
2 years
New blog post: proper BVH construction, starting with the basics, with (sane C++) source code. Plan is a series of articles; this is the first one. Up next: SAH, ordered traversal.
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@j_bikker
Jacco Bikker
2 years
Two of my students (August van Casteren, Shreyes Jishnu Suchindran) handed this in for the final assignment of the Advanced Graphics course. Every vertex of a 250K dragon was replaced by... a dragon. 60fps, 1080p, uses C# -> OpenTK -> compute shaders. I'm speechless.
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@j_bikker
Jacco Bikker
4 years
What are the odds. Apparently some glass doors are oriented just right to cause the sun to reach an office via multiple specular bounces. Turner Whitted would approve. Via:
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@j_bikker
Jacco Bikker
5 months
In 2010 I wrote a blog post about efficient trilinear interpolation on the GPU by exploiting direct manipulation of the bits of a floating point number for fast evaluation of 2^x:
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@j_bikker
Jacco Bikker
2 years
The final episode of the tutorial on BVH construction is now available: This time: GPU TLAS&BLAS, applied to a massive scene, CL/GL interop for faster frames. Code on Github, as usual: This is the end... for now. Thanks for reading!
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@j_bikker
Jacco Bikker
1 year
Descent Raytraced - Version 1.0.0 Release Download here: More info in the release announcement on reddit: Awesome job by a talented group of @BuasGames #ThisIsIGAD students!
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@j_bikker
Jacco Bikker
2 years
I am going to write a path tracer in a couple of tweets. I will comment on each to clarify the functionality and some decisions. Brevity is key here, so sacrifices are made for that. Correctness is not one of those however. (1/2^4)
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@j_bikker
Jacco Bikker
2 years
I never realized MIP mapping makes so much more sense with three separate bitplanes. Look at that nicely filled quad. :)
@gabrielpeyre
Gabriel Peyré
2 years
Oldies but goldies: Lance Williams, Pyramidal parametrics, 1983. Introduces the idea of mip-mapping to reduce aliasing for 3D textured rendering.
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@j_bikker
Jacco Bikker
5 years
Part 2 of Probability Theory for Physically Based Rendering is now available:
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@j_bikker
Jacco Bikker
7 months
2019 article on "Probability Theory for Physically Based Rendering": Attempt to make this topic accessible to a broad audience. Got my site severely slashdotted. :) There's a PART2 as well:
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@j_bikker
Jacco Bikker
18 days
Episode 6 in the series on real-time Voxel Ray Tracing in C++ is now available: This time: Path Tracing. Including: BRDF & pdf, the random bounce, cosine-weighted bounce and verifying ground truth.
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@j_bikker
Jacco Bikker
2 years
Article 6 on constructing a BVH for animated scenes (on the CPU, in sane C++) is under construction. In the meantime, the first 5 articles are now available. In case you missed any of them: (and two more!)
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@j_bikker
Jacco Bikker
2 years
At the risk of boring many of my followers, here's a pure c ray tracer in 479 characters, including the #includes and mandatory \n's following those; excluding the clarifying remarks. In two tweets! Based on the work by @aaed3r / @Kweepa (via @bbcmicrobot ). Added a few tricks. :)
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@j_bikker
Jacco Bikker
2 years
Article #3 on proper BVH construction is now online: In this post: binned BVH construction; SAH-guided trees at a fraction of the cost, with a minimal reduction of tree quality. Tiny implementation as usual can be found on github: .
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@j_bikker
Jacco Bikker
5 months
Someone did a ray tracer on the zx-spectrum. :)
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@j_bikker
Jacco Bikker
2 years
Article #7 on proper BVH construction is now available: As always, complete with 'Sane C++' code on Github: In this episode: Barycentric coordinates, texturs, normals, uv-coordinates. Prepping for Whitted-style ray tracing.
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@j_bikker
Jacco Bikker
5 months
In case this is relevant to anyone: Here's the full source code (~500 lines) for a sub-pixel / sub-texel accurate FATMAP2.TXT software rasterizer capable of rendering large scenes in real-time: It's also available as a 'rendercore' in Lighthouse 2. #RTXOff
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@j_bikker
Jacco Bikker
5 years
The pica pica scene loads. Rendered here without RTX, pure path tracing, filtered with SVGF, 1spp at 1280x720.
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@j_bikker
Jacco Bikker
4 years
Replication of a scene by M.C. Escher, rendered in Lighthouse 2: small scene (<12k tris) reflected in a metal ball. Scene has mirrors at the end of each hallway to obtain the infinite hallways.
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@j_bikker
Jacco Bikker
11 months
Preparing a new #MSX game for beta testing. :)
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@j_bikker
Jacco Bikker
1 month
Episode 3 of the Voxel Ray Tracing in C++ series is now available: This time: stochastic techniques; anti-aliasing, the accumulator, soft shadows. And: scene loading. Viking outpost scene credit: PabloDebusschere / Sketchfab.
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@j_bikker
Jacco Bikker
5 years
The Lighthouse 2 rendering framework for real-time ray tracing / path tracing R&D is now open source: Modules for Optix and Optix Prime are available now; Embree & OpenCL will follow later. A proper blog post will follow shortly.
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@j_bikker
Jacco Bikker
2 years
The final article ( #6 ) in the series on how to build a BVH is now available: This time: building a TLAS over a group of bottom-level BVHs, with instancing and per-object transforms. Includes full source code on Github, in six steps:
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@j_bikker
Jacco Bikker
2 years
Article #2 on proper BVH construction is now available on my blog: This one deals with ordered traversal and SAH as well as some smaller things. BVH construction times are through the roof; next article will discuss ways to speed this up.
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@j_bikker
Jacco Bikker
2 years
20k dragons in a flock, ray traced of course, without RTX. Work in progress; functionality is ready but things need to be optimized.
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@j_bikker
Jacco Bikker
2 months
The first article in a new "intermediate" series on Ray Tracing with Voxels is now available: Topics: 1. Lights and shadows 2. Whitted-style 3. Stochastic techniques 4. Noise reduction 5. Reprojection 6..9: ? One article per week, until I run out!
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@j_bikker
Jacco Bikker
2 months
The second episode in the series on Voxel Ray Tracing in C++ is now available: In this episode we add recursive reflections and refraction with Snell's law and Fresnel. With the included template, everything runs in real-time on your CPU.
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@j_bikker
Jacco Bikker
1 month
Episode 4 of the series on Voxel Ray Tracing in C++ is now online: In this episode: improving soft shadows using stratification and blue noise. As always, it starts with the template, available from Github:
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@j_bikker
Jacco Bikker
3 years
#raytracethis . A plane breaking the sound barrier, via . I have no idea what causes the diffraction (?).
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@j_bikker
Jacco Bikker
3 years
Update to the voxel engine: pure image based lighting, better 'short ray GI', and (basic) TAA. Together it seems sufficient (in most cases) for low-noise light, while reaching 120+ fps on a 2070. Git repo will be updated shortly.
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@j_bikker
Jacco Bikker
2 years
I made a ray tracer. In Rust. ;) Compared to this Vulkan code looks compact. I must be doing something wrong.
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@j_bikker
Jacco Bikker
5 months
Made a quick blog post about reprojection without camera matrices, which is easy to use in a ray tracer. The method uses the view pyramid of the previous frame instead: Probably not new, so if you have seen it before, let me know, so I can reference.
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@j_bikker
Jacco Bikker
2 years
Article #5 on proper BVH construction is now online: As usual, this comes with 'sane C++' source code on Github: At least one more article is planned (next week or so), in which everything will be tied together properly.
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@j_bikker
Jacco Bikker
4 years
Blog post: optimizing Lighthouse 2. Various optimizations to the CUDA shading code, yielding ~30% faster code. Most of this should be applicable to generic GPU code. Optimized result: Lighthouse 2 benchmark ( #RTXON / #RTXOff ): .
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@j_bikker
Jacco Bikker
22 days
Preparing episode 6 for the Voxel Ray Tracing in C++ series, of which the first 5 episodes are available on my blog: Path tracing requires a tiny algorithm, but it produces some stunning results. Hopefully the article is done on Wednesday.
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@j_bikker
Jacco Bikker
5 years
The Lighthouse 2 path tracer has been updated: New: support for massive instancing, gltf skinning. #RTXON
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@j_bikker
Jacco Bikker
1 month
More great SIGGRAPH'24 papers on Ke-Sen Huang: Realtime Path Guiding Using Bounding Voxel Sampling Temporally Stable Metropolis Light Transport Denoising using Recurrent Transformer Blocks Practical Error Estimation for Denoised Monte Carlo Image Synth.
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@j_bikker
Jacco Bikker
4 years
New in Lighthouse 2: optionally rendering without NEE (just IBL, reaching 10+ spp @ 1920x1080, 40Hz); increased max samples per pixel; new demo app (WIP); fixes to the animation system and Optix7 top-level hierarchy handling. Model by Robert Jordan, via .
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@j_bikker
Jacco Bikker
4 months
Ancient research on ray tracing and games. :) Pretty much my first exposure to academia, thanks Carsten Wächter, Alexander Keller and Per Christensen for RT'07! Link to paper:
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@j_bikker
Jacco Bikker
2 years
Article 9b on proper BVH construction is taking a bit longer than expected - because it's long! In the meantime, you can find the in-progress code, with working TLAS/BLAS, on github: It's fast too, and doesn't require RTX, just an OpenCL-capable GPU.
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@j_bikker
Jacco Bikker
2 months
Allow me to post something personal: Today is a special day: me my wife Karin have been married for 10.000 days. :) Since our 25th anniversary was spoiled last-minute by COVID, we're celebrating this today. Love her very much, can't wait to see what the next 10k will bring!
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@j_bikker
Jacco Bikker
2 months
Here's an #MSX rendering prototype, showing a 3D race track. :)
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@j_bikker
Jacco Bikker
2 years
"Ray Tracing is the future and ever will be", they said. It is a message of hope! 2022 may, in fact, be the year of Rust, Linux on the desktop, James Webb, and the defeat of Covid. Keep dreaming, keep tracing, in Rust, on Linux, vaccinated, or in 2023.
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@j_bikker
Jacco Bikker
7 months
Advanced Graphics @UUBeta / @UniUtrecht starts tomorrow! In this course we cover light transport, acceleration structures ( #RTXOff all the way!), probability theory and recent advances in filtering & sampling. This year I'm teaching with Dr. Peter Vangorp. Looking forward to it!
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@j_bikker
Jacco Bikker
5 years
8192x512x8192 voxels ray traced at approx. 25fps on an i5 6500. Pure CPU renderer. Voxels are compressed to octree chunks, which are un/recompressed at runtime for editing. Voxel sprite globe has its own coordinate system.
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@j_bikker
Jacco Bikker
4 years
Still working on the demo/benchmark. Now has far lower RMSE: the 8spp version is approaching the quality of what used to be 24spp. Performance also got better; fps for 10spp now equals fps for 8spp in the released demo. Will try to post an updated demo later this week.
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@j_bikker
Jacco Bikker
2 years
Happy to announce that tomorrow will be my first day at @TraverseBreda ! Looking forward to doing R&D with @JasperBekkers and friends - many of them former students. I'll be old, but wise. I hope.
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@j_bikker
Jacco Bikker
5 years
Added an introduction to probability theory for physically based rendering to my blog: This is part 1 of 2; part 2 will discuss the application of the theory to rendering.
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@j_bikker
Jacco Bikker
4 years
New lighthouse 2 release. Now reaches 4 paths per pixel @ 1920x1080, 30Hz on RTX2070 Max-Q. Added: asynchronous rendering for CPU-side scene updates during GPU path tracing. Next target: 5 paths per pixel. Shading taking 70+% of the frame time...
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@j_bikker
Jacco Bikker
25 days
New episode (number 5 already!) in the series on Real-time Voxel Ray Tracing in C++: This time the topic is reprojection. This is a complex topic and thus a lengthy episode.
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@j_bikker
Jacco Bikker
1 month
The "Voxel Ray Tracing in C++" series is on Graphics Programming Weekly for the third time in a row! More coming this week. :)
@jendrikillner
jendrik illner
1 month
Graphics Programming weekly - Issue 339 - May 12th, 2024
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@j_bikker
Jacco Bikker
3 years
ARM NEON SIMD is gorgeous. Got the popular SSE slab test for ray/AABB intersection down to this (with the original code still there for reference). Needless to say, this is *a lot* faster.
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@j_bikker
Jacco Bikker
2 months
Our @BuasGames year 1 students explored modern ray tracing this block: 6 weeks for the engine, 2 weeks for a game. Starting point: A basic CPU-only voxel tracer. End point: awesomeness. Posting one video per day. Today's spotlight: 𝔼𝕣𝕚𝕜 ℂ𝕦𝕡𝕒𝕜's Water World.
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@j_bikker
Jacco Bikker
5 years
Real-time path traced specular reflections (filtered), running on a 1060. TAA has been restored.
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@j_bikker
Jacco Bikker
2 years
Article #8 on proper BVH construction is now online: In this article, the BVH for animated scenes is applied to some Whitted-style ray tracing. Full source code as usual is available on Github: Next time: GPU ray tracing.
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@j_bikker
Jacco Bikker
2 years
Lighthouse 2 was updated to CUDA 11.6 today. Noise looks bad in one of the shots, but at 145 fps, it's actually quite acceptable. :) LH2 is open source, modular, "Sane C++" and a great test for your #RTX HW. A software rasterizer is also included.
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@j_bikker
Jacco Bikker
4 years
The paper titled "Accelerating Ray Tracing using Origin Offsets" by Tim Zoet and me has been accepted for WSCG'20. Link: . Idea is to offset ray origins to prevent traversal of the dense accstruc near surfaces, in a traversal implementation agnostic way.
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@j_bikker
Jacco Bikker
17 days
TL;DR: Too hard to learn; many people stick with OpenGL. In the meantime, a colleague at my university asked if it would be safe to basically switch to path tracing altogether for year 2 courses next year, using the APIs to render 2 tris essentially...
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@j_bikker
Jacco Bikker
2 years
The article series on proper BVH construction (, ...) will be extended with: 7. Consolidating: ray tracing textured and shaded meshes. 8. OpenCL: GPU ray tracing with CPU-maintained BVHs. After that, I hope to start a new series, on proper path tracing.
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@j_bikker
Jacco Bikker
2 months
Article #2 in the series on Voxel Ray Tracing in C++ will arrive tomorrow around noon! In the meantime, the first one is available here: Get the rendering template on Github:
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@j_bikker
Jacco Bikker
2 years
I bought a thing. From Japan. Scary! Dream machine: #MSX Turbo R, with Z80 *and* R800 CPU. Really looking forward to giving it a good wash and doing some coding on it though. :)
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@j_bikker
Jacco Bikker
7 months
Utrecht University recently moved some servers, which broke my BVH tutorial series. Everything is back! The series covers absolute basics all the way to building TLAS/BLAS data for GPU in 10 articles. There's detailed code for each article as well. Link:
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@j_bikker
Jacco Bikker
2 months
Our @BuasGames students explored modern ray tracing this block: 6 weeks for the engine, 2 for a game. Starting point: A basic CPU-only voxel tracer. End point: awesomeness! Final one: ℤ𝕙𝕒𝕟𝕘𝕚𝕣's Physics Pong. New: Voxel Ray Tracing in C++ series:
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@j_bikker
Jacco Bikker
2 years
Article #9 on proper BVH construction and rendering on CPU and GPU is now available: This is mostly a GPGPU/OpenCL tutorial, applied to the BVH code of the series. Code is as usual on Github: In article #10 we'll complete the port.
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@j_bikker
Jacco Bikker
4 months
Fixed the CPU-only octree/voxelworld renderer source package link: Pretty complete and very fast engine. Landscape is procedural and can be edited in real-time.
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@j_bikker
Jacco Bikker
2 months
New on my blog: an overview page with (most of) the articles nicely organized per topic. Hopefully it's a bit easier to navigate than the main page of the blog. :) Link: Series: Building a BVH Probability Theory Software Optimization and: "Various".
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@j_bikker
Jacco Bikker
1 year
My work-from-home place. So cosy.
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@j_bikker
Jacco Bikker
4 years
Blog post: OPT #3 :SIMD (part 1 of 2). Introduction to SIMD programming using x86 SSE.
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@j_bikker
Jacco Bikker
5 years
SVGF with motion vector estimation for speculars. In progress; TAA has been disabled, recursive reflections are non-existent, object edges flicker, but still, progress. :)
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@j_bikker
Jacco Bikker
3 years
Published a blog post on the internals of the voxel renderer, including notes on thread-safe two-level grid maintenance, false sharing and synchronizing CPU/GPU workloads with OpenCL: Accompanying source code is now CC0 on Github:
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@j_bikker
Jacco Bikker
3 years
Just got 40% boost (from ~1G to 1.42Grays/s on mobile 3070, #RTXOff ) out of an optimization of my voxel grid traversal code, by adding a third level to the nested grid. And that's in the benchmark scene; more typical scenes should do even better. Happy.
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@j_bikker
Jacco Bikker
5 years
Just ran into the interesting paper on filtering for 1spp path traced input, by Koskela et al.: Some impressive results.
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@j_bikker
Jacco Bikker
1 year
We asked our first year #thisisigad students to write a 2D ray tracer (in 6 weeks), and a small game to demonstrate it (in 2 weeks). Amazing results. :) This is Peter Vaneveld's game.
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@j_bikker
Jacco Bikker
3 years
Not sure if I reinvented the wheel, but: here's a small tool that converts an .obj file to .vox at any desired res (1..255). The tool supports textured models.
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@j_bikker
Jacco Bikker
4 years
Part 2 of the SIMD tutorial blog post is now available: This one covers scalar flows, AoS versus SoA, and masking, applied to Moller-Trumbore triangle intersection. First part is also still available of course. :)
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@j_bikker
Jacco Bikker
3 years
Added GI with 8 short rays per primary sample @ 76fps; hitting 1GRay/s occasionally now. Mobile 2070, no RTX. #RTXoff
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@j_bikker
Jacco Bikker
4 years
Decided to implement a not-too-hard paper to get over my coder's block, picked "Realtime Stochastic Lightcuts" by @DaqiLin & @cem_yuksel . Turned out to be not so simple but satisfying, via agglomerative builds, cost functions, 16-byte reads in CUDA and point to aabb distances.
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@j_bikker
Jacco Bikker
5 years
The blue noise scheme recently proposed by @eric_heitz has been added to the pt cores of Lighthouse 2: . Video shows 1spp quality using blue noise and the recently added Disney BRDF @ 1920x1080, 60fps without fraps.
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@j_bikker
Jacco Bikker
1 year
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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@j_bikker
Jacco Bikker
2 years
Dusted off an older OpenGL project and uploaded it to github: This is a basic multi-pass OpenGL renderer with omni-directional lights, cubemap reflections, screen space ray traced reflections and a ton of other stuff. Rebuilds in 5 seconds.
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@j_bikker
Jacco Bikker
5 years
Just pushed a new version of Lighthouse 2: . This version adds filtering support (SVGF) and prepares for a proper Linux release by incorporating most of Marijn's changes (). Vid: 720p on a laptop 1060. No noise. :)
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@j_bikker
Jacco Bikker
2 years
Suddenly a Rust path tracer with convergence and a HDR skydome. Language is quickly getting less frustrating.
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@j_bikker
Jacco Bikker
2 months
Our @BuasGames year 1 students explored modern ray tracing this block: 6 weeks for the engine, 2 weeks for a game. Starting point: A basic CPU-only voxel tracer. End point: awesomeness. Posting one video per day. Today's spotlight: 𝕃𝕖𝕠 𝕊𝕥𝕖𝕨𝕖𝕟's Eye of Sauron sim.
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@j_bikker
Jacco Bikker
3 months
Yes, I tried to write a pretty complete and state-of-the-art overview of bounding volume hierarchy construction and traversal on CPU and GPU, including TLAS/BLAS. Only thing missing is GPU-side construction, but I am not even sure you should do that in the first place. ;)
@PappaNiels
Niels
3 months
😳(article on BVHs by Jacco Bikker) #softwareraytracing
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@j_bikker
Jacco Bikker
3 years
Visited today. Looks like there is not a single question about graphics on the graphics forum: It seems all about how to use APIs. How much of graphics programming is actual graphics programming these days?
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@j_bikker
Jacco Bikker
1 year
HPG'23 is done, and was great! Also: I obtained a physical Cornell box, prepared and signed by Andrew Garrard!
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@j_bikker
Jacco Bikker
3 years
Before the summer holiday Utrecht University students optimized my voxel engine. Behold: a SHMUP game running at up to 400fps. All world maintenance on the CPU, ray tracing on the GPU. Obviously you'll want vsync with that. ;)
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@j_bikker
Jacco Bikker
5 months
@domipheus 5 milliseconds? I have wasted full summer holidays on far less than that.
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@j_bikker
Jacco Bikker
3 months
It's my birthday and one of my graphics students @BuasGames made me this. :) Topic this block is voxel ray tracing, in case it wasn't obvious.
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@j_bikker
Jacco Bikker
2 years
A wise man ( @IngoWald ) once said that ray tracing performance is measured in millions of rays per second. These days, that is *billions* of rays: The Lighthouse 2 benchmark just peaked at 20Grays/s (shadow rays) on a 4090 card. :)
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@j_bikker
Jacco Bikker
4 years
Lighthouse 2 now directly renders PBRT materials / scenes using CUDA/Optix, thanks to the work of Marijn Suijten (). Now on Github: .
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@j_bikker
Jacco Bikker
2 years
This one is for @Peter_shirley 's archive.
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@j_bikker
Jacco Bikker
3 years
"Lumen has been a year-long project at Breda University of Applied Sciences. As team of 6 programmers, we were tasked with making a real-time path tracer on RTX 3000 hardware." Realtime path tracing with ReSTIR and filtering by a team of students:
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@j_bikker
Jacco Bikker
5 months
Lighthouse 2, 4spp, 60+ fps. At some point you can skip the filtering. :) Stills are clearly noisy, but in motion it's close to acceptable. HQ vid: Lighthouse 2 project: Github:
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@j_bikker
Jacco Bikker
2 years
TIL.
@ilpropheta
Marco Arena
3 years
Something new learned today. #programming
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@j_bikker
Jacco Bikker
5 years
Poor 1060 laptop running Lighthouse2 path tracer with Optix Prime / SVGF. New demo now on ompf2:
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@j_bikker
Jacco Bikker
2 years
Article #4 in the series on building a proper Bounding Volume Hierarchy is now available: In this episode: constructing a BVH for animated scenes using rebuilds and binning. As usual, code is on github: Next time: TLAS/BLAS.
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@j_bikker
Jacco Bikker
3 years
That is beautiful, thanks for sharing.
@KostasAAA
Kostas Anagnostou
3 years
Still one of the most accessible explanations of the rendering equation out there, by @levork .
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