Christoph Kubisch
pixeljetstream.bsky.social
Christoph Kubisch
@pixeljetstream.bsky.social
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
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)
NVIDIA DesignWorks Samples
NVIDIA DesignWorks Samples has 50 repositories available. Follow their code on GitHub.
github.com
Reposted by Christoph Kubisch
How Michael Abrash doubled Quake framerate:
fabiensanglard.net/quake_asm_op...
How Michael Abrash doubled Quake framerate
fabiensanglard.net
February 15, 2026 at 3:39 PM
Reposted by Christoph Kubisch
"It's So Fluffy" #3dgs #GaussianSplatting
February 12, 2026 at 3:27 PM
Reposted by Christoph Kubisch
A little bear figurine carved out of amber some 6,000 years ago 🐻❤️

A hole runs through the bear’s torso suggesting it was threaded on a cord, perhaps worn or carried as a protective charm.

Found in a peat bog near Słupsk, Poland, in 1887.

📷 National Museum in Szczecin

#FindsFriday
#Archaeology
February 6, 2026 at 8:04 AM
Reposted by Christoph Kubisch
While working on spark.js, I realized that common normal map compression formats weren’t supported in popular frameworks like three.js. I added the necessary support to three.js and wrote an article to shed some light on the topic:

ludicon.com/castano/blog...

#webgpu #webgl #threejs #sparkjs
Normal Map Compression Revisited – Ignacio Castaño
www.ludicon.com
February 5, 2026 at 5:04 AM
Reposted by Christoph Kubisch
A colleague sent me this: www.youtube.com/watch?v=8jVo...

No further comments needed, it's **very** good.

I've seen some of his videos in the past, but I missed this one. Glad I saw it.
Pushing Simulation to the Limit to Find Order in Chaos
YouTube video by Drew's Campfire
www.youtube.com
February 3, 2026 at 1:39 PM
Reposted by Christoph Kubisch
This feels like the texturing version of spinning around my model.

Playing with carve groups in @marmoset3d.bsky.social to get grey metalness values through intermediate oxidation.
February 4, 2026 at 12:14 AM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...
February 2, 2026 at 2:01 PM
Reposted by Christoph Kubisch
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...
Nanite Tessellation
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
graphicrants.blogspot.com
February 2, 2026 at 2:40 AM
Reposted by Christoph Kubisch
the 2nd part of my dithering visual article is finally out!

🔗 visualrambling.space/dithering-pa...

this one mainly explores the threshold map and how it generates those unique visual patterns

hope you enjoy this as much as I enjoyed making it!

made with #threejs & #animejs
January 22, 2026 at 2:06 PM
Reposted by Christoph Kubisch
Finally finished Gatling's Metal backend! Here's a teaser of NVIDIA's USD / MDL sample scene 'Attic' running on macOS. What's special about the backend is probably that it uses the same GLSL code as the Vulkan backend, complete with hardware ray tracing. How does that work?
January 18, 2026 at 3:53 PM
Reposted by Christoph Kubisch
Let's build a 1997 Quake PC!

fabiensanglard.net/quake_pc/
January 17, 2026 at 1:42 AM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...
January 15, 2026 at 3:11 PM
Reposted by Christoph Kubisch
Bootstrapping. Wraparound over illustration for a book on computing development.
January 15, 2026 at 11:47 AM
Reposted by Christoph Kubisch
From the Lockdown Era
January 14, 2026 at 6:41 PM
Reposted by Christoph Kubisch
Slides are up for our talk at the Graphics Programming Conference (GPC), with @domlaz.bsky.social and myself. #GPC25 #DOOM

graphicsprogrammingconference.com/archive/2025...
Graphics Programming Conference
The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.
graphicsprogrammingconference.com
January 6, 2026 at 12:10 PM
Reposted by Christoph Kubisch
I'm making a game engine based on dynamic signed distance fields (SDFs)
YouTube video by Mike Turitzin
youtu.be
January 6, 2026 at 7:53 PM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...
January 7, 2026 at 4:03 PM
Reposted by Christoph Kubisch
Whether you like it or not, a Gaussian splat of wasp! It's menacing.. but also gorgeous! #3dgs
December 27, 2025 at 3:54 PM
Reposted by Christoph Kubisch
A mech miniboss I animated for Neon Inferno.

Base concept by Kryssalian.

#pixelart
October 22, 2025 at 6:07 PM
Reposted by Christoph Kubisch
🤔 What if you could skip painful subdiv modeling and paint your knurls instead?

@oddenough.art demonstrates a fast, non-destructive workflow using Toolbag’s vector layers and symmetry mode to create and refine knurling patterns in no time.
December 17, 2025 at 5:04 PM
Reposted by Christoph Kubisch
Dear ImGui now embeds a vector/scalable version of the classic font by default, manually subsetted/optimized so it fits in 18 KB (opt-out possible). Embedding ensures easily and readily usable in all contexts. Should default to new one on most setups. Here's a compare of both. #ChristmasMiracle
December 23, 2025 at 5:40 PM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 420 - December 14h, 2025 www.jendrikillner.com/post/graphic...
December 18, 2025 at 2:14 PM
Reposted by Christoph Kubisch
December 11, 2025 at 3:32 PM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 419 - December 7th, 2025 www.jendrikillner.com/post/graphic...
December 8, 2025 at 3:31 PM
Reposted by Christoph Kubisch
After nine years of development, meshoptimizer has reached its first major version, 1.0!

This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!

meshoptimizer.org/v1
🐇 meshoptimizer v1.0
Mesh optimization library that makes meshes smaller and faster to render
meshoptimizer.org
December 8, 2025 at 4:56 PM