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
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Strand-Based Hair And Fur Rendering In Indiana Jones and The Great Circle" by Sergei Kulikov from MachineGames is now online: youtu.be/jSE1XXBEK-w
SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
youtu.be
November 11, 2025 at 11:45 PM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 416 - November 9th, 2025 www.jendrikillner.com/post/graphic...
November 11, 2025 at 4:06 PM
Reposted by Christoph Kubisch
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo 💫 gboisse.github.io/posts/this-i...
November 5, 2025 at 9:15 PM
Reposted by Christoph Kubisch
The state of the art report on Monte Carlo volume rendering by Jan Novák et al. [2018] gives an excellent introduction:
www.jannovak.info/publications...
Monte Carlo Methods for Volumetric Light Transport Simulation
Jan Novak
www.jannovak.info
November 10, 2025 at 6:48 AM
Reposted by Christoph Kubisch
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Stochastic Tile-Based Lighting in HypeHype" by Jarkko Lempiäinen from HypeHype is now online: www.youtube.com/watch?v=8O44...
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
YouTube video by SIGGRAPH Advances in Real-Time Rendering
www.youtube.com
November 11, 2025 at 9:40 PM
Reposted by Christoph Kubisch
Here's an update on my small-voxel renderer, inspired by the look of games like Doom and Quake. The work I shared last year focused on handling simpler environment geometry. Since then, I've greatly expanded the scope of what I can depict in this art style. More info in thread.
August 18, 2025 at 7:30 PM
Reposted by Christoph Kubisch
Ray marching is a common approach to GPU-accelerated volume rendering, but gives biased transmittance estimates. My new #SIGGRAPHAsia paper (+code) proposes an amazingly simple formula to eliminate this bias almost completely without using more samples.
momentsingraphics.de/SiggraphAsia...
October 30, 2025 at 1:24 PM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 414 - October 26th, 2025 www.jendrikillner.com/post/graphic...
October 29, 2025 at 2:18 PM
Reposted by Christoph Kubisch
🎄 Introducing our paper A Generalizable Light Transport 3D Embedding for Global Illumination lnkd.in/gQUMSAyV .
🙈 Just as Transformers learn long-range relationships between words or pixels, our new paper shows they can also learn how light interacts and bounces around a 3D scene.
October 23, 2025 at 3:27 AM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...
October 20, 2025 at 1:13 PM
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
October 15, 2025 at 6:51 PM
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.
October 14, 2025 at 6:39 PM
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]
October 14, 2025 at 2:36 PM
Reposted by Christoph Kubisch
October 11, 2025 at 5:13 AM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...
October 7, 2025 at 1:31 PM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...
September 29, 2025 at 1:30 PM
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...
October 3, 2025 at 9:12 PM
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
September 30, 2025 at 8:35 PM
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...
September 30, 2025 at 5:40 PM
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
September 26, 2025 at 9:10 AM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...
September 22, 2025 at 1:41 PM
Reposted by Christoph Kubisch
🍞 Bake faster in Marmoset Toolbag!

New breakdown by @oddenough.art covers using Toolbag's Low to Low Baking & the Bevel Shader to skip high poly cleanup, merge shapes non-destructively, bake from low poly meshes, & cutting days of work down to hours.

Read now: marmoset.co/posts/bake-t...
Bake Textures Fast With Low to Low Baking in Marmoset Toolbag | Marmoset Toolbag
Article by Jordan Cain Introducing Low to Low Baking Hello, my name is Jordan Cain, and I’m a freelance 3D hard surface artist. With the latest introduction of Low to Low Baking in Toolbag 5.02, it…
marmoset.co
September 19, 2025 at 4:01 PM
Reposted by Christoph Kubisch
Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...
September 15, 2025 at 4:32 PM
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
September 14, 2025 at 4:02 PM
Reposted by Christoph Kubisch
blackbird’s house, #3dart I made last year in cinema4D, rendered with octane render
October 21, 2024 at 6:26 PM