Riko Ophorst
Rendering & Software Engineer
4+ years professional experience (incl. 1 internship) Started working professionally in Sep 2018, which includes a 6-month graduation 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
Brigade X
  • Shipped demo
  • Noise-free path tracing
  • Advanced rendering architecture
  • Built using Vulkan
  • Vulkan Raytracing
  • Realtime pre-viz
  • 2021
Octane X
  • Shipped product
  • Porting CUDA to Metal
  • Low-level problem solving
  • Production-quality renderer
  • 2020
DXR Path Tracer
  • Progressive Pathtracer
  • DirectX Raytracing
  • OptiX deep-learning denoiser
  • Advanced DirectX 12
  • Global Illumination
  • Reflection
  • Refraction
  • Depth of field
  • 2019
Blowbox 2017
  • Custom Personal Engine
  • C++ / DirectX 12
  • Advanced rendering architecture
  • Debugging tools
  • 2017
Tremble
  • Multiplayer FPS engine (2017)
  • C++ / DirectX 12
  • GPU Skinning / Skeletal animation
  • Advanced rendering architecture
  • Hierarchical view frustum culling
Battleships
  • First year project (2016)
  • C++ / OpenGL
  • Bloom post-processing
  • Exposure based tone-mapping
  • Custom memory allocators
Blowbox 2015
  • First C++ project (2015)
  • C++ / DirectX 11
  • Embedded LuaJit for scripting
  • 2D softbody physics simulation
  • Live shader & script hotreloading