Riko Ophorst
Graphics & engine programmer
Comp. Science at NHTV Breda (IGAD)
C++, C#, C
HLSL, GLSL
JavaScript, HTML5
DirectX 11, DirectX 12 OpenGL, Vulkan
Perforce & Git
4 shipped games
5 game jams
More about me..
DXR Path Tracer
  • Progressive Pathtracer
  • DirectX Raytracing
  • OptiX deep-learning denoiser
  • Advanced DirectX 12
  • Global Illumination
  • Reflection
  • Refraction
  • Depth of field
Blowbox 2017
  • Custom Personal Engine
  • C++ / DirectX 12
  • Advanced rendering architecture
  • Debugging tools
  • Actively work in progress
Tremble
  • Multiplayer FPS engine
  • C++ / DirectX 12
  • GPU Skinning / Skeletal animation
  • Advanced rendering architecture
  • Hierarchical view frustum culling
Battleships
  • First year project
  • C++ / OpenGL
  • Bloom post-processing
  • Exposure based tone-mapping
  • Custom memory allocators
Blowbox 2015
  • First C++ project
  • C++ / DirectX 11
  • Embedded LuaJit for scripting
  • 2D softbody physics simulation
  • Live shader & script hotreloading