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Christoph Kubisch

@pixeljetstream

NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him

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Latest posts by Christoph Kubisch @pixeljetstream

Advances in Path Tracing: New NVIDIA RTX Mega Geometry Foliage System
Advances in Path Tracing: New NVIDIA RTX Mega Geometry Foliage System YouTube video by NVIDIA Game Developer

Happy to work with a very cool team and contribute to the forest ray tracing project. youtu.be/RgpAc7U29BA Great collaboration with CD Projekt Red. We will open source the Vulkan sample later this year.

11.03.2026 07:17 👍 4 🔁 1 💬 0 📌 0
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Great to see renewed interest in #AssassinsCreedUnity following the new 60fps patch.
If you’re curious about some of the tech behind it— global illumination and early GPU-driven pipeline —I shared a few details in my GDC talk. youtu.be/yj5pYktC3X8?...

#AssassinsCreed

08.03.2026 00:42 👍 23 🔁 3 💬 0 📌 0
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages YouTube video by Graphics Programming Conference

Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...

youtu.be/mvCoqCic3nE?...

05.03.2026 10:29 👍 32 🔁 15 💬 0 📌 0
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Announcing Shader Model 6.9 Retail and New D3D12 Improvements - DirectX Developer Blog Today, we are pleased to announce that Shader Model 6.9 and other features have been officially released with Agility SDK 1.619 and complementary DXC 1.9.2602.16. Many of these features have been in p...

SER and OMM have now officially arrived in DXR 1.2! devblogs.microsoft.com/directx/shad...

26.02.2026 20:57 👍 6 🔁 1 💬 0 📌 0
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Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...

17.02.2026 17:13 👍 49 🔁 20 💬 0 📌 1
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Comparing f25b318a924a70ad98cb43bd6bbd5b1dd04c7780...8cf95feee3e7f37b2864795dbcbbf0acc375860c · zeux/niagara A Vulkan renderer written from scratch on stream. Contribute to zeux/niagara development by creating an account on GitHub.

Yesterday on stream we've sketched out most of the support code for descriptor heaps. If you want to see the rest of the owl, I've committed the remaining pieces after the stream. For now all of the previous descriptor code is still required to support production drivers.

github.com/zeux/niagara...

16.02.2026 18:19 👍 17 🔁 1 💬 0 📌 0

Feels familiar, and yet that sort of making the wrong turn with the investigation (dismantling the complex system rather than the simple things) happens again and again.

17.02.2026 08:26 👍 1 🔁 0 💬 1 📌 0
How Michael Abrash doubled Quake framerate

How Michael Abrash doubled Quake framerate:
fabiensanglard.net/quake_asm_op...

15.02.2026 15:39 👍 122 🔁 31 💬 5 📌 0
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"It's So Fluffy" #3dgs #GaussianSplatting

12.02.2026 15:27 👍 9 🔁 4 💬 1 📌 1
Photo by G. Solecki/A. Piętak of a small figurine of a bear carved out of amber between 9600 and 4100 BC. The amber is a deep translucent orange. The display lighting makes it glow in places. The bear's head is carved to show ears, mouth, nostrils and eyes. A hole runs through the bear’s torso, suggesting it was threaded onto a cord. Dimensions: Length 10.2 cm, Height 4.2 

It was discovered in Słupsk during peat mining in 1887. 

According to the museum catalogue ‘’Shortly after its discovery, the figure underwent conservation work to restore its original appearance as it was covered with a layer of dull patina from the exposure to the minerals contained in the peat. Already at that time, at the end of the 19th century, it was assumed the restoration had gone too far. The figure was stripped entirely of patina, the anatomical features of the animal were emphasised, the eyes and nostrils were sharply drawn, and the amber was carefully polished”.

In 2013, a competition was organised by the Education Department of the National Museum in Szczecin, for children to choose a name for the bear. The winning name was ‘Słupcio’,

Photo by G. Solecki/A. Piętak of a small figurine of a bear carved out of amber between 9600 and 4100 BC. The amber is a deep translucent orange. The display lighting makes it glow in places. The bear's head is carved to show ears, mouth, nostrils and eyes. A hole runs through the bear’s torso, suggesting it was threaded onto a cord. Dimensions: Length 10.2 cm, Height 4.2 It was discovered in Słupsk during peat mining in 1887. According to the museum catalogue ‘’Shortly after its discovery, the figure underwent conservation work to restore its original appearance as it was covered with a layer of dull patina from the exposure to the minerals contained in the peat. Already at that time, at the end of the 19th century, it was assumed the restoration had gone too far. The figure was stripped entirely of patina, the anatomical features of the animal were emphasised, the eyes and nostrils were sharply drawn, and the amber was carefully polished”. In 2013, a competition was organised by the Education Department of the National Museum in Szczecin, for children to choose a name for the bear. The winning name was ‘Słupcio’,

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

06.02.2026 08:04 👍 1465 🔁 329 💬 27 📌 65
Normal Map Compression Revisited – Ignacio Castaño

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

05.02.2026 05:04 👍 17 🔁 11 💬 0 📌 0
Pushing Simulation to the Limit to Find Order in Chaos
Pushing Simulation to the Limit to Find Order in Chaos YouTube video by Drew's Campfire

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.

03.02.2026 13:39 👍 25 🔁 10 💬 1 📌 0
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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.

04.02.2026 00:14 👍 92 🔁 14 💬 4 📌 1
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Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...

02.02.2026 14:01 👍 54 🔁 15 💬 1 📌 0
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Nanite Tessellation Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...

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...

02.02.2026 02:40 👍 160 🔁 51 💬 1 📌 1

Looking forward to this

31.01.2026 18:38 👍 1 🔁 0 💬 0 📌 0
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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

22.01.2026 14:06 👍 133 🔁 28 💬 6 📌 7
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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?

18.01.2026 15:52 👍 15 🔁 2 💬 2 📌 0
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Let's build a 1997 Quake PC!

fabiensanglard.net/quake_pc/

17.01.2026 01:41 👍 67 🔁 11 💬 1 📌 1
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Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...

15.01.2026 15:11 👍 74 🔁 23 💬 0 📌 0
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Bootstrapping. Wraparound over illustration for a book on computing development.

15.01.2026 11:47 👍 119 🔁 13 💬 2 📌 0
Sketchbook drawing of a big old spaceship, ink and marker

Sketchbook drawing of a big old spaceship, ink and marker

From the Lockdown Era

14.01.2026 18:41 👍 1581 🔁 214 💬 9 📌 4
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Graphics Programming Conference The Graphics Programming Conference is a conference for graphics programmers, from student to industry veteran, taking place in November in Europe.

Slides are up for our talk at the Graphics Programming Conference (GPC), with @domlaz.bsky.social and myself. #GPC25 #DOOM

graphicsprogrammingconference.com/archive/2025...

06.01.2026 12:10 👍 35 🔁 9 💬 0 📌 1
I'm making a game engine based on dynamic signed distance fields (SDFs)
I'm making a game engine based on dynamic signed distance fields (SDFs) YouTube video by Mike Turitzin

The video:

youtu.be/il-TXbn5iMA

06.01.2026 19:53 👍 214 🔁 58 💬 20 📌 15
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Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...

07.01.2026 16:03 👍 53 🔁 24 💬 0 📌 1
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Whether you like it or not, a Gaussian splat of wasp! It's menacing.. but also gorgeous! #3dgs

27.12.2025 15:54 👍 21 🔁 3 💬 3 📌 0
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A mech miniboss I animated for Neon Inferno.

Base concept by Kryssalian.

#pixelart

22.10.2025 18:07 👍 220 🔁 54 💬 7 📌 1
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🤔 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.

17.12.2025 17:04 👍 75 🔁 12 💬 2 📌 0
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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

23.12.2025 17:40 👍 178 🔁 20 💬 10 📌 0
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Graphics Programming weekly - Issue 420 - December 14h, 2025 www.jendrikillner.com/post/graphic...

18.12.2025 14:14 👍 50 🔁 20 💬 0 📌 1