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
  • Global Illumination
  • Reflection
  • Refraction
  • Depth of field
DXR Path Tracer
A DXR path tracer with OptiX denoising. 5 months worth of research, trial & error as part of a project to learn and understand DirectX Raytracing & raytracing concepts.

This is a graduation project for my study at the Breda University of Applied Sciences. It is by far my most proud piece of tech that I've built at the time of writing.

Starting off this project, I had little clue about raytracing or pathtracing. This entire project has been a giant learning experience. I've spent countless hours researching, programming, bug fixing and drank many litres of coffee to get to this point.
The video above will explain it all much better than I can with text. Have a look!
Technical specifications
  • 5 months of development
  • Progressive pathtracing
  • DirectX Raytracing
  • OptiX deep-learning denoiser
  • Depth of Field
  • Reflection
  • Refraction
  • Anti-aliasing
  • Material picking & editing
  • ImGui
View the source code on GitHub
textneedstobeherelol