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
What is Brigade X?
Brigade X is a high-quality real-time noise-free path tracer.
It's had it's inception in 2019, an official announcement in 2020, a demo-release in 2021 and is scheduled to become a part of OctaneRender sometime in 2022/2023.

I was deeply involved with the rendering architecture for Brigade right from the start. I made significant contributions to Brigade's highly pipelined frame layout, its optimized scene acceleration structure management, the parallel architecture of the engine, and also built almost all of the internal tooling.

Brigade runs on a custom & highly adaptable Vulkan library - to which I made significant contributions over the years, such as its support for vulkan raytracing, descriptor management, shader & pipeline compilation, etc. While this Vulkan library is not showcase-able on a portfolio, it is worth mentioning that it exists, that Brigade X runs on it, and that I contributed significantly to it.

In late 2021 a public demo was released of Brigade X, marketed as "BrigadeBench". To release this demo, which ran on Vulkan, we needed to make sure that we could ship our GPU code securely. For obvious reasons I can't state what we did exactly to make that happen, but given Vulkan's "open" nature, you can imagine some of the challenges that we faced, and the IHV cooperation we needed.
Contributions
  • Rendering architecture
  • Highly pipelined frame layout
  • Highly parallel nature of the engine
  • Scene & acceleration structure management
  • Lots of tooling (mostly ImGui for dev QoL)
  • Vulkan raytracing
  • Vulkan shader & pipeline compilation
  • Vulkan library (many individual contributions)
  • Securely shipping GPU code in Vulkan
View the demo-launch post
View the initial announcement
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