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
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
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.
September 23, 2025 at 5:19 AM
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
September 21, 2025 at 8:58 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