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Working mostly on rendering technology for provis in Vulkan. Various open-source samples can be found at github.com/nvpro-samples my focus is tech for scenes with lots of geometry (GPU-driven pipelines)
Christoph Kubisch
@pixeljetstream.bsky.social
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
520 followers279 following48 posts
Pinned
Working mostly on rendering technology for provis in Vulkan. Various open-source samples can be found at github.com/nvpro-samples my focus is tech for scenes with lots of geometry (GPU-driven pipelines)
Christoph Kubisch reposted
Christoph Kubisch reposted
Christoph Kubisch reposted
Graphics Programming weekly - Issue 459 - October 18th, 2026 www.jendrikillner.com/post/graphic...
Christoph Kubisch reposted
Graphics Programming weekly - Issue 458 - October 11th, 2026 www.jendrikillner.com/post/graphic...
Christoph Kubisch reposted
Christoph Kubisch reposted
I just pushed a new demo version of 8-bitBot to steam: store.steampowered.c... It features quite a couple of new levels and quality of life improvements as well as performance improvements :) #gamedev #indiedev #solodev #raylib
Christoph Kubisch reposted
The first game to Ray Trace Nanite has arrived! Gears of War: E-Day is out now - with super charged ray tracing powered by RTX Mega Geometry. Proud of what we achieved with our friends at The Coalition. www.nvidia.com/en-us/geforc...
Christoph Kubisch reposted
Christoph Kubisch reposted
New blog post! In "Billions of triangles redux" we take another stab at improving various parts of clustered level of detail pipeline to make Zorah smaller and nicer! zeux.io/2026/09/30/b...
Christoph Kubisch reposted
DASHR - Dynamically Animated Skinned Heightfield Rendering Short video for now - I might do a longer one later? youtu.be/-Su9YrcazRk But there's ALL the details in the paper, and you can always Use The Source, Luke for the really deep info. github.com/tomforsyth10...
Christoph Kubisch reposted
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations and fixes. GitHub stars and reposts appreciated! meshoptimizer was started 10 years ago; excited for the years to come! github.com/zeux/meshopt...
Christoph Kubisch reposted
Spark 1.4 is finally out! The highlight is HDR: new BC6H and ASTC HDR codecs, offline quality at real-time speeds. Also: BC1 Ultra, a BC7 codec for packed material maps, ASTC 5×5, and broader device support. www.ludicon.com/castano/blog...
Christoph Kubisch reposted
Christoph Kubisch reposted
It's done! My beautiful and optimized wasm/webgpu quake port is live! c0de517e.com/EXTERNAL/IRO...
Christoph Kubisch reposted
Christoph Kubisch reposted
Christoph Kubisch reposted
Christoph Kubisch reposted
Christoph Kubisch reposted
My latest books cartoon for @theguardian.com www.theguardian.com/books/pictur...
Christoph Kubisch reposted
Graphics Programming weekly - Issue 453 - August 30th, 2026 www.jendrikillner.com/post/graphic...
Christoph Kubisch reposted
I made a new shop!!!! heyheymomo.com ❤️ Prints, shirts, digital downloads, stuff! Much more to come in the future! Woohoo!
Christoph Kubisch reposted
New update of Jean-Eudes Marvie's gaussian splatting rendering research framework #3dgs @vulkan.org nvpro-samples.github.io/vk_gaussian_...
Christoph Kubisch reposted
Christoph Kubisch reposted
#geogram just reached 2500 stars on github, And that's not all, version 1.10.1 was just released: github.com/BrunoLevy/ge... Geogram is in C++, but it also supports Python, Node.js, WebAssembly, TypeScript and Lua through Rosetta by Frantz Maerten, more on this here: github.com/rosetta-bind...
Christoph Kubisch reposted
some more 3d yarn exploration, thanks to this excellent video: www.youtube.com/watch?v=gy86... #blender #geometrynodes
Christoph Kubisch reposted
Christoph Kubisch reposted
New release of Mega Geometry SDK now with a textured version of the Zorah scene (gltf + ktx2 70 GB). Lots of great work by Calvin Hsu. RTXMG (now with ported lod system) github.com/NVIDIA-RTX/R... VK r&d sample: github.com/nvpro-sample...
Christoph Kubisch reposted
Christoph Kubisch reposted
I’m stoked this is finally revealed! Gears of War: E-Day is a graphics milestone - the world’s first game to ray trace Nanite in real-time, delivered with RTX Mega Geometry. Huge thanks to The Coalition for the vision and collaboration that made this result possible. youtu.be/yeMtCvxBiIM?...
Christoph Kubisch reposted
The new version of Enshrouded has replaced triangle meshes with SDF bricks for terrain 👀 youtu.be/4AQycxtpPno?...
Christoph Kubisch reposted
Graphics Programming weekly - Issue 452 - August 23rd, 2026 www.jendrikillner.com/post/graphic...
Christoph Kubisch reposted
WIP spec for Work Lists, the successor to ExecuteIndirect that lets you change PSOs between draws and dispatches github.com/microsoft/Di...
Christoph Kubisch reposted
Graphics Programming weekly - Issue 451 - August 16th, 2026 www.jendrikillner.com/post/graphic...
Christoph Kubisch reposted
Graphics Programming weekly - Issue 450 - August 9th, 2026 www.jendrikillner.com/post/graphic...
Christoph Kubisch reposted
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 by Michał Olejnik from Activision are now online - enjoy!! advances.realtimerendering.com/s2026/index....
Christoph Kubisch reposted
Christoph Kubisch reposted
One of my most requested articles is something on inverse kinematics and foot sliding. I finally found the time to write up the little recipes that have served me well through the years, including an offline method I used recently that works surprisingly nicely. theorangeduck.com/page/inverse...
Christoph Kubisch reposted
Knytt has been faitfully recreated by @bitkidgames.com to run on current operating systems and was just released on Steam and GOG, completely free Steam: store.steampowered.com/app/2656050/...
Major update to our continuous cluster lod rendering sample. Reduces memory consumption for ray tracing by not keeping vertex positions resident and rely on fetch intrinsics. Thanks to Calvin Hsu for investigations on this. We also improved the path tracing a bit. www.github.com/nvpro-sample...
Christoph Kubisch reposted
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SMOLDER — REAL-TIME VOLUMETRIC EFFECT RENDERING IN GLACIER AND 007 FIRST LIGHT by @lexdev.net from IO Interactive are now online - enjoy!! advances.realtimerendering.com/s2026/index....
Christoph Kubisch reposted
Graphics Programming weekly - Issue 448 - July 27th, 2026 www.jendrikillner.com/post/graphic...
Christoph Kubisch reposted
Christoph Kubisch reposted
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU jcgt.org/published/00... New published paper! The premise is that you can offload polynomial evaluation to the texture sampling unit, which can be useful for improving execution times if you are compute bound.
Christoph Kubisch reposted
So many new features in vk_gltf_renderer (github.com/nvpro-sample...) since my last post, I'll drop a few highlights. - glTF 2.1 External Assets - Releases: compiled version of the sample - PBR: better volume scattering, retroreflection - Optimizations: material compile defines - Opacity Micromesh
Christoph Kubisch reposted
At #SIGGRAPH2026, I presented "points as tori" (PAT) for fast pointwise evaluation of signed distance for point clouds. Some code (Python w/ C++ extensions) and demo up: github.com/nzfeng/point... Contributions from people/LLMs welcome. Explainer thread below for the project: 🧵
Christoph Kubisch reposted
Christoph Kubisch reposted
dear imgui 1.92.9 released! github.com/ocornut/imgu... - new liveedit on/off settings and defaults - tables track topology changes - metal4 rendering backend - timestamped settings entries (for cleanup etc.) - 50+ other changes/fixes (fonts, multi-select, popups, backends etc.).