Jacco Bikker
Publications
Curriculum Vitae
Family
I am a Christian
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Publications
A Precalculated Point Set for Caching Shading Information, J. Bikker & R. Reijerse, To appear in the proceedings of the 30th Annual Conference of the European Association for Computer Graphics.
Ray Tracing through the eyes of a Game Developer, J. Bikker, in the proceedings of the IEEE Symposium on Interactive Ray Tracing, 2007
Interactive Ray Tracing, Intel Software Network, September 2006
Architecture of a Real-time Ray Tracer (and part 2), Intel Software Network, September 2007
Ray Tracing Theory and Implementation, series of articles, appeared on Flipcode.com, then on Devmaster.net
Generic Ray Queries using kD-trees, to appear in Game Programming Gems 7 (March 2008)
MobileCore: A Cross-Platform Framework for ARM-based Mobile Games, Gamasutra.com, November 2003
Older publications
'Portal Column', originally published on Flipcode.com
week 1 : Introduction
week 2 : Graphics output under Windows
week 3 : 3D Matrix Math
week 4 : Data structures for 3D Graphics
week 5 : Coding a wireframe cube
week 6 : Hidden surface removal
week 7 : 2D & 3D clipping
week 8 : Polygon filling
week 9 : 2D Portal rendering
week 10: Intermezzo: Color mixing
week 11: 3D Portal rendering
week 12: Collision detection (guest writer)
week 13: More portal features
week 14: 3D engine architecture
week 15: Space partitioning
week 16: More on portals
week 17: End Of Transmission
Various tutorials, published on severval developer websites
Software-only bilinear filtering
Software-only bumpmapping
Coverage buffers
Sutherland-Hodgeman clipping
Alternative curve rendering
Focus illumination model
Software-only mipmapping
Extreme polygonal detail
Advanced 3D scene management
Shadow rendering
A visibility algorithm
Voxel polygons
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Curriculum Vitae
Name: Jacco Bikker
Born: March 8th, 1973, Barendrecht, The Netherlands
Resident of: The Netherlands
Married to Karin de Bruijne
Languages: Dutch (native), English (fluent)
Highest level of education: HTS information technology (BSc)
Areas of interest
- Real-time 3D graphics
- Interactive ray tracing
- Geometry & visibility determination
- Software rasterization
- Code optimization
- Artificial intelligence
Programming languages
C/C++, Pascal, Basic, x86 assembler, 68k assembler,
Z80 assembler, Java, Miranda, ASP, PHP, C#
Operating systems (chronological)
ZX-81, MSX, Amiga OS, Windows 9x/NT/2K/XP/Vista, OS-9,
Unix, Windows CE, Symbian series 60 & 70
Software
Visual Studio, Watcom C++, Intel VTune, Rational Rose,
NetImmerse, RealEngine, Genesis3D, 3D Studio Max, Maya,
AC3D, DreamWeaver, Adobe Premiere
Other interests
(Mobile) game development, playing the piano, Christianity,
my family, demo coding, cabaret
Working experience
2006 - present: Senior lecturer and team manager for the IGAD program at the NHTV University of Applied Sciences, Breda, The Netherlands. Responsible for the game programming curriculum and the team of programming lecturers. Teaching topics like C++ optimization and computer graphics.
2005 - 2006: 3D engine programmer for W!Games, Amsterdam. Responsible for engine modifications and shader development. Intentional short-term contract.
2002 - 2005: Mobile game development for Overloaded Pocketmedia, Amsterdam. Development of several high-performance 3D engines and 3D games for Symbian mobile devices. Role: CTO & team lead.
1999 - 2002: Engines & tools development for Davilex Software, Houten, The Netherlands. Development of a software 3D engine for an interior design application. Development of an experimental visibility system to be used in future games. Development of a scene graph optimizer for an existing 3D engine.
1997 - 1999: 3D engine development for Lost Boys Interactive, Amsterdam. Development of a portal-based hardware accelerated 3D engine supporting shadows, multiple dynamic light sources, projected textures and dynamic light maps, linked to the application using VRML.
Other activities
2007:
- Keynote speaker for the RT07 IEEE/EG Symposium on Interactive Ray Tracing.
2004 - 2006:
- Development of the programmers curriculum of the IGAD course (International Game Architecture and Design). IGAD is a four-year course offered by the NHTV University of Applied Sciences, in which visual artists and programmers work together to a great extend, while still focussing on their own specialism. This course has been accreditated by the Dutch government and started in September 2006.
- Development of the Arauna ray tracer, a real-time ray tracer aimed at game development, focussing on interactive frame rates for scenes of competitive visual quality. Arauna is used for a student project as part of the IGAD course to explore the possibility of ray traced games in the near future.
- Various guest lectures on graphics programming for the University of Technology in Delft.
- Article on SIMD packet traversal for real-time ray tracing for the Intel developer website.
- Series of tutorials on efficient ray tracer development for Flipcode.com and Devmaster.net.
- Game programming lectures and course material development for gifted children (~10 years old), using ‘SuperLogo’ and ‘BlitzBasic’.
~1998 - 2004:
- ‘Portal Column’, series of tutorials on 3D engine development for Flipcode.com.
- Various PocketPC games: Lemmings (serving as an example for a Windows Mobile game development libray, EasyCE), Nutcracker (published title), Nutcracker 2.
- PC game Logos, a visual programming / puzzle game for children.
- MobileCore, a hardware abstraction library for mobile devices (Symbian/PocketPC), for an article on Gamasutra.
- WinAlice, a native windows port of the Loebner-price winning Alice chatbot by Dr.Wallace, including several significant enhancements for improved natural conversation.
~1994 - 1998:
- Focus 3D engine, optimized software rasterization with portal rendering, bumpmapping and bilinear filtering (assembler/C).
- Alpha 3D engine, optimized software 3D engine written in Pascal.
- Echoes of the Past, demo for the TakeOver ’96 demo competition (1st place).
- Various articles: ‘Thoughts on visibility determination’, a tutorial on the c-buffer algorithm, fast bilinear filtering, voxel polygons, casting shadows with detail objects.
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My family
I am married to a lovely woman, Karin Bikker. We have three kids: Anne (10), Quinten (7) and Fieke (5).

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Christianity
Me and my family are followers of Jesus, the Christ. That means that we take His teachings seriously: We know God made us for a relation with Him, we know we fail at that, and as a consequence, we fail in treating eachother correctly. The message of Jesus is the cure; His promise of a restored relation with God and everlasting life is what makes life worthwhile.
We frequent the church in our town, Houten. We consider ourselves to be 'Christians', rather than part of any specific denomination.
Feel free to ask me about this topic whenever we meet.