Jacco Bikker 🎦
@jbikker.bsky.social
Interests: Graphics 🖼️, Game development 🕹️, Retrodev (MSX / MSX2) 👾. Ray Tracing 📈! Also interested in, but not posting on: Teaching 🎓, piano 𝄞, marriage 🧑🏻🤝🧑🏻, Christianity ✝.
I'm glad you like it, but my brand is Pixel Memories. www.msxdev.org/2026/03/02/m... ko-fi.com/pixel_memori...
MSXdev25 sponsoring – Pixel Memories Joystick – MSXdev Contest
msxdev.org
Received an awesome custom joypad earlier this week from 𝐑𝐞𝐭𝐫𝐨𝐆𝐚𝐦𝐞𝐁𝐨𝐲𝐳! It is fully customized for the MSXDev25 game DELTA (ranked #5 in the contest). DELTA is a 3D game for the 8-bit MSX2 platform (Z80). The joypad oozes quality... And it looks gorgeous. Very impressed and grateful!
Verify your age. Still remember what it means to "dial a number".
Verify your age. Received a grant for university studies.
TinyBVH has just been 𝘂𝗽𝗱𝗮𝘁𝗲𝗱 𝘁𝗼 𝟭.𝟴.𝟬. For CPU ray tracing, it is now the fastest option in most cases - Outperforming Intel Embree and Madmann91 for BVH build time and single-ray performance. On GPU, performance exceeds 4B rays per second - 4 rays per pixel at 4k/120Hz. github.com/jbikker/tiny...
MSXgl is the framework that powers two of my MSX games - most recently DELTA. Great stuff if you want to get back into retro game development! Great author, great community.
MSXgl 1.5.0 has been released! What's new: - Upgrade to SDCC 4.6 (better performance) - Interrupt handler in RAM on page 3 - Kanji-ROM management module - BIOS function to play compiled MML music - Various minor improvements and fixes github.com/aoineko-fr/M... #MSX #MSXgl
MSXgl 1.5.0 has been released! What's new: - Upgrade to SDCC 4.6 (better performance) - Interrupt handler in RAM on page 3 - Kanji-ROM management module - BIOS function to play compiled MML music - Various minor improvements and fixes github.com/aoineko-fr/M... #MSX #MSXgl
All High-Performance Graphics 2026 papers are now available on the ACM digital library (open access) 🎉. If you are coming to LA for SIGGRAPH, don't miss out on HPG (July 17-19) with 14 papers, 6 Hot3D talks, 2 keynotes and 3 posters. Register now! www.highperformancegraphics.org/2026/schedule/
High-Performance Graphics 2026 Schedule
High-Performance Graphics 2026 Schedule
highperformancegraphics.org
In this thread: three cool rendering papers that DisneyResearch|Studios is publishing at EGSR this week. The authors of these papers are peers that I get the privilege of working closely with frequently, and these are projects I've been excited to watch develop! (1/17)
For anyone curious about the rendering technology behind #AssassinsCreedBlackFlagResynced, here are a few details in this PlayStation Blog post (PSSR, RTGI, Micropoly, Atmos, ..), which I had the chance to write with Jussi. #AssassinsCreed blog.playstation.com/2026/06/29/a...
Assassin’s Creed Black Flag Resynced: PS5 Pro enhancements detailed
Details on upgraded PSSR visuals, a deeply immersive Caribbean, and more arriving July 9.
blog.playstation.com
What To Learn To Be A Real Time graphics Programmer blog.demofox.org/2026/07/01/w... I wrote this up over lunch and it's surprisingly popular so sharing over here too.
Dang! This is going to be great! Add to basket.
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...
Our #HPG2026 paper "Memory-Efficient Bounding Volume Hierarchies with Merged Nodes for Hardware Ray Tracing" introduces new ways of constructing BVHs that consistently outperform state-of-the-art BVHs for GPU ray tracing. Project page: graphics.cs.utah.edu/research/pro... @ebrunvand.bsky.social
On LinkedIn, Rajesh Sharma posted about their interesting paper titled "Neural Material Adapter: Transforming Complex Materials into Efficient Analytic BSDFs", aiming to translate rich multi-layered BSDFs in efficient analytic BSDFs. studios.disneyresearch.com/2026/07/01/n...
Neural Material Adapter: Transforming Complex Materials into Efficient Analytic BSDFs | Disney Research Studios
studios.disneyresearch.com
On LinkedIn, Neville Marcinkowski posted a trailer of all the student work that was on show at the Industry Showcase event of BUas Games, yesterday, Breda, the Netherlands. Good things are happening here!
The full set of HPG'26 papers is now available! dl.acm.org/toc/pacmcgit...
PACMCGIT: Vol 9, No 4
dl.acm.org
Behold our awesome campus at BUas. Perhaps you remember the place that hosted the first #GPC. Yesterday: "Industry Showcase Day". Filled to the brim with students (#thisisigad!), lecturers (almost all from industry!) and of course industry, looking for interns. :) What a place. One of a kind.
I made a video about the smooth-maximum function, I hope you like it! youtu.be/6Qb6QtC6QMs
A function you cannot do without
YouTube video by Inigo Quilez
youtu.be
Our #SIGGRAPH2026 paper "Multi-Layer Reservoir Splatting for Temporal Reuse under Disocclusion" improves #ReSTIR by reusing previously occluded samples. Video: youtu.be/-ya1bBnwx38 Project Page: graphics.cs.utah.edu/research/pro...
Wow, this looks incredible! I never envisioned our method being applied to bokeh blur in 3DGS like this, but the results speak for themselves. Thanks so much for sharing and experimenting with it!
inspired by @boggo.bsky.social 's fluff which uses atomic-max points scattered by a DoF circle of confusion to do stylised bokeh blur, I tried implementing the awesome recent paper jorisar.nl/gaussian_poi... by @momentsingraphics.bsky.social et al and it works well enough to be fun!
One of the finest DOS democoding tutorials I've read in recent years. Translate from Russian to your local language: habr.com/ru/articles/...
Remoded: разбираем демо-эффекты (часть 2)
И снова приветствую всех любителей олдскула, демосцены и олдскульной демосцены. Это вторая часть разбора DOS-демки "Remoded" и, соответственно, эффектов, основанных на аппаратных особенностях...
habr.com
TinyBVH 1.7.2 (dev branch) now adds "Bring Your Own Threadpool" (thanks @wjakob.bsky.social!): Replace the built-in job system (adapted from Wicked Engine) by an alternative, using three hooks in BVHContext. TinyBVH remains single-header and dependency-free of course. github.com/jbikker/tiny...
GitHub - jbikker/tinybvh at dev
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
When you transition from rasterization to ray tracing, you may want to compute camera rays based on a 4x4 world to clip space matrix. My new blog post shows why the obvious approach for that fails and provides code for a reliable alternative: momentsingraphics.de/CameraRays.h...
You can pick up this device for about $50 on eBay, new. :) This looks like a really wonderful emulation device. Mine is on its way to be added to my ever growing pile of really nice machines.
2026/6/19 RetroPC NEWS編集部 SHARPの電子辞書「Brain」は普通の電子辞書とは少し違います。古い世代のBrainには、実は Microsoft の組み込みOS「Windows CE」 […]
Just found out that the #GPC Teardown talk on raytracing voxels is available on YouTube: www.youtube.com/watch?v=IM1D... Thans @jasper-bekkers.bsky.social (via LinkedIn).
Raytracing Voxels in Teardown and Beyond
YouTube video by Graphics Programming Conference
youtube.com
The 2025 paper "EON: A practical energy-preserving rough diffuse BRDF” was updated with an appendix that provides an albedo inversion formula, as well as two other small enhancements. jcgt.org/published/00...
jcgt.org
Working hard on TinyBVH 1.7.2. Cleaning code, improving threading, much faster SBVH and full-sweep, presplitting (with BoyBaykiller), a new benchmark tool, ... Really nice to return to this after a lengthy (but also satisfying) retro project! Follow for updates: github.com/jbikker/tiny...
GitHub - jbikker/tinybvh at dev
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com