Stefan Pijnacker

117 posts

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Stefan Pijnacker

Stefan Pijnacker

@StefanPijnacker

24 yo | Junior Graphics Programmer @ Massive Entertainment | bsky: https://t.co/SIz58hjrB1 | Passionate about Light Transport and GI

Netherlands Katılım Ekim 2017
136 Takip Edilen535 Takipçiler
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Stefan Pijnacker
Stefan Pijnacker@StefanPijnacker·
Hey there! I just released my first article: "Graphics Programming - Where to Start" stefanpijnacker.nl/article/graphi… 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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BAFTA North America
BAFTA North America@BAFTAUS·
“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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Stefan Pijnacker@StefanPijnacker·
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. stefanpijnacker.nl/article/direct…
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Stefan Pijnacker@StefanPijnacker·
@Pjbomb2 Thank you! At the moment I'm using ACES Filmic, I should probably add some more so I can switch between.
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Stefan Pijnacker
Stefan Pijnacker@StefanPijnacker·
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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Stefan Pijnacker@StefanPijnacker·
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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Stefan Pijnacker@StefanPijnacker·
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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Stefan Pijnacker
Stefan Pijnacker@StefanPijnacker·
Part 2 of 'Compute with DirectX 12' is now out! Learn about UAVs, creating compute pipelines and running your first compute shader. stefanpijnacker.nl/article/comput… The final part where we will make an interactive particle simulation will be out soon.
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Stefan Pijnacker
Stefan Pijnacker@StefanPijnacker·
@icauroboros Thank you! I'm not a webdev so I decided to use Wordpress as the platform (not the free option but through a host). Then found a theme called 'Blogus' and modified the theme a lot through the CSS files until I got something I liked.
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Stefan Pijnacker
Stefan Pijnacker@StefanPijnacker·
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. stefanpijnacker.nl/article/comput…
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Stefan Pijnacker@StefanPijnacker·
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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⚡Game*Spark⚡
⚡Game*Spark⚡@gamespark·
山のような巨像を登る無料アクションADV『Atan』Steamで正式リリース―学生が手掛けた“好評”作 gamespark.jp/article/2024/0…
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Stefan Pijnacker
Stefan Pijnacker@StefanPijnacker·
@alexanderameye GPU, I'm playing around with DXR for the first time. So far I can definitely recommend it :) It comes with its own built-in systems for creating BLAS/TLAS. And you get to implement your own ray/path tracing techniques within a few different shaders.
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Stefan Pijnacker@StefanPijnacker·
Further progress with materials. Dielectrics are in and specularity can now be tweaked per instance. Onwards to microfacet.
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Stefan Pijnacker@StefanPijnacker·
@j_bikker At the moment just the diffuse BRDF and a pure specular one. Currently working dielectrics so I can move onto Microfacet :)
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Stefan Pijnacker
Stefan Pijnacker@StefanPijnacker·
Another step done, I now have editor controls and I've per instance data! Now onto materials and variance reduction
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