Christoph Kubisch's Avatar

Christoph Kubisch

@pixeljetstream.bsky.social

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

460 Followers  |  215 Following  |  26 Posts  |  Joined: 07.02.2024  |  2.3868

Latest posts by pixeljetstream.bsky.social on Bluesky

Are you targeting the look/palette etc. of a specific device?

26.11.2025 08:07 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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 SIGGRAPH 2025 Advances: STRAND-BASED HAIR AND FUR RENDERING IN INDIANA JONES AND THE GREAT CIRCLE

#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

11.11.2025 23:45 β€” πŸ‘ 44    πŸ” 20    πŸ’¬ 0    πŸ“Œ 1
Post image

Graphics Programming weekly - Issue 416 - November 9th, 2025 www.jendrikillner.com/post/graphic...

11.11.2025 16:06 β€” πŸ‘ 50    πŸ” 18    πŸ’¬ 0    πŸ“Œ 0
Post image

New blog post! Behind the scenes of some of the techniques involved in making our last PC demo πŸ’« gboisse.github.io/posts/this-i...

05.11.2025 21:15 β€” πŸ‘ 111    πŸ” 39    πŸ’¬ 1    πŸ“Œ 1
Monte Carlo Methods for Volumetric Light Transport Simulation Jan Novak

The state of the art report on Monte Carlo volume rendering by Jan NovΓ‘k et al. [2018] gives an excellent introduction:
www.jannovak.info/publications...

10.11.2025 06:48 β€” πŸ‘ 22    πŸ” 2    πŸ’¬ 2    πŸ“Œ 0
SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE
YouTube video by SIGGRAPH Advances in Real-Time Rendering SIGGRAPH 2025 Advances: STOCHASTIC TILE-BASED LIGHTING IN HYPEHYPE

#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talk recording of "Stochastic Tile-Based Lighting in HypeHype" by Jarkko LempiΓ€inen from HypeHype is now online: www.youtube.com/watch?v=8O44...

11.11.2025 21:40 β€” πŸ‘ 49    πŸ” 16    πŸ’¬ 0    πŸ“Œ 0
Video thumbnail

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.

18.08.2025 19:30 β€” πŸ‘ 276    πŸ” 56    πŸ’¬ 12    πŸ“Œ 3
A cloud rendered using jackknife transmittance estimation and the formula used to do so.

A cloud rendered using jackknife transmittance estimation and the formula used to do so.

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...

30.10.2025 13:23 β€” πŸ‘ 127    πŸ” 26    πŸ’¬ 3    πŸ“Œ 0
Post image

Graphics Programming weekly - Issue 414 - October 26th, 2025 www.jendrikillner.com/post/graphic...

29.10.2025 14:18 β€” πŸ‘ 57    πŸ” 15    πŸ’¬ 1    πŸ“Œ 0
Post image

πŸŽ„ Introducing our paper A Generalizable Light Transport 3D Embedding for Global Illumination lnkd.in/gQUMSAyV .
πŸ™ˆ 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.

23.10.2025 03:26 β€” πŸ‘ 71    πŸ” 15    πŸ’¬ 2    πŸ“Œ 1
Post image

Graphics Programming weekly - Issue 413 - October 19th, 2025 www.jendrikillner.com/post/graphic...

20.10.2025 13:13 β€” πŸ‘ 64    πŸ” 25    πŸ’¬ 0    πŸ“Œ 0
Posts

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/

15.10.2025 18:51 β€” πŸ‘ 36    πŸ” 16    πŸ’¬ 1    πŸ“Œ 2
Drew Struzan’s poster of Big Trouble in Little China

Drew Struzan’s poster of Big Trouble in Little China

Drew Struzan’s poster of Pan’s Labyrinth

Drew Struzan’s poster of Pan’s Labyrinth

Drew Struzan’s poster of Blade Runner

Drew Struzan’s poster of Blade Runner

Drew Struzan’s poster of Indiana Jones and the Temple Of Doom

Drew Struzan’s poster of Indiana Jones and the Temple Of Doom

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.

14.10.2025 18:39 β€” πŸ‘ 671    πŸ” 184    πŸ’¬ 9    πŸ“Œ 4
Autodesk VRED 2026: How Autodesk revolutionized visualization with Vulkan

Autodesk VRED 2026: How Autodesk revolutionized visualization with Vulkan

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]

14.10.2025 14:35 β€” πŸ‘ 11    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0
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.

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.

Scouting ahead #pixelart #dotart #originalcharacter #artstudiopro #pixquare

11.10.2025 05:13 β€” πŸ‘ 46    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
Post image

Graphics Programming weekly - Issue 411 - October 5th, 2025 www.jendrikillner.com/post/graphic...

07.10.2025 13:31 β€” πŸ‘ 57    πŸ” 22    πŸ’¬ 0    πŸ“Œ 0
Post image

Graphics Programming weekly - Issue 410 - September 28th, 2025 www.jendrikillner.com/post/graphic...

29.09.2025 13:30 β€” πŸ‘ 50    πŸ” 22    πŸ’¬ 0    πŸ“Œ 0
Post image

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...

03.10.2025 21:12 β€” πŸ‘ 14    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
Video thumbnail

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

30.09.2025 20:35 β€” πŸ‘ 15    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
Post image

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...

30.09.2025 17:40 β€” πŸ‘ 166    πŸ” 55    πŸ’¬ 1    πŸ“Œ 4
Preview
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

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

26.09.2025 09:10 β€” πŸ‘ 30    πŸ” 7    πŸ’¬ 0    πŸ“Œ 1

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.

23.09.2025 05:19 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image

Graphics Programming weekly - Issue 409 - September 21st, 2025 www.jendrikillner.com/post/graphic...

22.09.2025 13:41 β€” πŸ‘ 56    πŸ” 18    πŸ’¬ 0    πŸ“Œ 0
Preview
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

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)

21.09.2025 20:58 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
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…

🍞 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...

19.09.2025 16:00 β€” πŸ‘ 18    πŸ” 7    πŸ’¬ 0    πŸ“Œ 1
Post image

Graphics Programming weekly - Issue 408 - September 14th, 2025 www.jendrikillner.com/post/graphic...

15.09.2025 16:32 β€” πŸ‘ 65    πŸ” 21    πŸ’¬ 1    πŸ“Œ 1
Post image

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

14.09.2025 16:02 β€” πŸ‘ 14    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
3d cartoony black bird in his house

3d cartoony black bird in his house

closeup of said cartoon blackbird

closeup of said cartoon blackbird

closeup of house details; kitchen, fridge… I forgot to make an oven. whoops.

closeup of house details; kitchen, fridge… I forgot to make an oven. whoops.

blackbird’s house, #3dart I made last year in cinema4D, rendered with octane render

21.10.2024 18:26 β€” πŸ‘ 301    πŸ” 63    πŸ’¬ 11    πŸ“Œ 1
1971 World Sportscars for Grand Prix Legends - A Review
YouTube video by GPLaps 1971 World Sportscars for Grand Prix Legends - A Review

A look today at the wonderful 1971 World Sportscar mod for Grand Prix Legends!

www.youtube.com/watch?v=fucT...

12.09.2025 12:40 β€” πŸ‘ 10    πŸ” 2    πŸ’¬ 0    πŸ“Œ 1
Post image

Overview on the BLAS sharing techniques (2nd attempt).

github.com/nvpro-sample...

12.09.2025 11:02 β€” πŸ‘ 18    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

@pixeljetstream is following 20 prominent accounts