Christoph Kubisch
@pixeljetstream.bsky.social
450 followers 210 following 25 posts
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
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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)
NVIDIA DesignWorks Samples
NVIDIA DesignWorks Samples has 50 repositories available. Follow their code on GitHub.
github.com
Reposted by Christoph Kubisch
I finally found the time and energy to make a new blog and write a couple of posts. This time I wrote about PBR content and game development principles. Both posts are quite different so hopefully people find something interesting on either one of them.

irradiance.ca/posts/
Posts
irradiance.ca
Reposted by Christoph Kubisch
Just heard Drew Struzan passed away 😞 His incredible work has given me and countless others so much awe, joy and inspiration!

I had posters of his work as a teen, I began using color pencils because I thought he used them too. Always inspired by him. Just utterly heart broken.

RIP Drew Struzan.
Drew Struzan’s poster of Big Trouble in Little China Drew Struzan’s poster of Pan’s Labyrinth Drew Struzan’s poster of Blade Runner Drew Struzan’s poster of Indiana Jones and the Temple Of Doom
Reposted by Christoph Kubisch
Autodesk VRED 2026 has introduced new Vulkan renderer alongside the traditional OpenGL real-time pipeline, addressing fundamental limitations while introducing hybrid ray tracing capabilities that significantly enhance visual quality in real-time scenarios on […]

[Original post on fosstodon.org]
Autodesk VRED 2026: How Autodesk revolutionized visualization with Vulkan
Reposted by Christoph Kubisch
Scouting ahead #pixelart #dotart #originalcharacter #artstudiopro #pixquare
A pixel art drawing of my aoac, a redhead female elf, with her tactical loadouts, scouting ahead with her binocular. Her post-apocalyptic motorcycle in front of her waiting for its owner.
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...
Major Update to vk_gaussian_splatting sample by Jean-Eudes Marvie
-Unscented transforms allow proper fisheye effect
-SPZ file format support
And more

#vulkan #3dgs

github.com/nvpro-sample...
Reposted by Christoph Kubisch
Another attempt to upload this video to Bluesky!

Halloween is coming and there is so much left to do!

Like, for instance, wish listing 8-bitBot: store.steampowered.com/app/3959370/...

#gamedev #raylib #solodev
Reposted by Christoph Kubisch
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...
Reposted by Christoph Kubisch
Vulkan Ray Tracing Tutorial V2.0 Released

Complete rewrite with Vulkan 1.4 support, VMA, Slang. Step-by-step tutorial from raster to ray tracing.
15+ specialized tutorials.
Get started: github.com/nvpro-sample...
#Vulkan #RayTracing #GraphicsProgramming
GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
Ray tracing examples and tutorials using VK_KHR_ray_tracing - GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
github.com
Mesh shaders produce things per workgroup, not per thread. Key difference to geometry shader and why they are more GPU friendly. Some vendors have flexible writing of the outputs (think shared memory) across threads in workgroup, others want thread N to write output N.
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...
Nice work. Mesh shaders are also quite sensitive to the vertex exports. Though both vertex and mesh shaders can benefit of using hw barycentrics and pull vertex data in fragment shader, in case one has mostly tiny triangles.
github.com/nvpro-sample... (February 2022)
GitHub - nvpro-samples/gl_vk_meshlet_cadscene: This OpenGL/Vulkan sample illustrates the use of "mesh shaders" for rendering CAD models.
This OpenGL/Vulkan sample illustrates the use of "mesh shaders" for rendering CAD models. - nvpro-samples/gl_vk_meshlet_cadscene
github.com
Reposted by Christoph Kubisch
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...
Reposted by Christoph Kubisch
Outlines based on object ids, a background gradient and a subtle vertical gradient overlay on the objects.
Fun, but a distraction from making decisions how to proceed with this 🫠

#gamedev #raylib #solodev
Reposted by Christoph Kubisch
blackbird’s house, #3dart I made last year in cinema4D, rendered with octane render
3d cartoony black bird in his house closeup of said cartoon blackbird closeup of house details; kitchen, fridge… I forgot to make an oven. whoops.
Reposted by Christoph Kubisch
Overview on the BLAS sharing techniques (2nd attempt).

github.com/nvpro-sample...
Reposted by Christoph Kubisch
Was curious about what NASA stuff the Internet Archive might have and came across this gorgeous bit of cassette/diskette futurism: wind tunnel software and hardware at the Lewis Research Centre.

The worm logo is so fitting for that kind of display. <3
A photo dated 1989 of two guys in comfy plaid check shirts at a pair of crt monitors (black frame with white casing), one pressing buttons on a slanted keyboard that has a bit of a retro feel even for 1989 while the other sports a headset and holding a black box. Vibrant and share schematics of a wind tunnel can be seen on one screen while a blue background with the red NASA worm logo is displayed on the other.

credit Glenn Research Centre collection on IA.
Reposted by Christoph Kubisch
Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...

Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics
Reposted by Christoph Kubisch
in the spirit of sharing, my improvised (aka mess) shader: www.shadertoy.com/view/3fSyWG . only 'new' thing I tried was doing aa/bloom by using a cauchy distribution on the ray jitter, its a sharp but long tailed distribution. gives a pleasing analog glow, still all 1 pass, no rendertargets or blurs
Shadertoy
www.shadertoy.com
Reposted by Christoph Kubisch
Looks like my calendar is free from November onward. Available for concept deign jobs for hard surface/sci fi work! Re shares appreciated!
Reposted by Christoph Kubisch
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.

(And yes it's really been 10 years 👴).

therealmjp.github.io/posts/ten-ye...
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
therealmjp.github.io