Riko Ophorst
Rendering & Software Engineer
4+ years professional experience (incl. internships) Started working professionally in Sep 2018, including my initial internship at OTOY. Does not include internships from before that date.
C++, C, HLSL, GLSL, MSL, SPIRV
Vulkan, Metal, D3D11/12, CUDA, CMake, RTX, Windows, macOS, Linux
Raytracing & pathtracing
Realtime 3D rendering
R&D in Emerging Technologies
Cross-platform & porting
GPU & CPU optimizations
2 shipped products
4 shipped games
5 game jams
Creative Media & Game Technologies (BSc, July 2019)
At Breda University in the Netherlands
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