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

468 Followers  |  237 Following  |  28 Posts  |  Joined: 07.02.2024  |  1.7583

Latest posts by pixeljetstream.bsky.social on Bluesky

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 — 👍 1443    🔁 328    💬 27    📌 66
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
YouTube video by Drew's Campfire Pushing Simulation to the Limit to Find Order in Chaos

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
Video thumbnail

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
Post image

Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...

02.02.2026 14:01 — 👍 54    🔁 15    💬 1    📌 0
Preview
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 — 👍 155    🔁 50    💬 1    📌 1

Looking forward to this

31.01.2026 18:38 — 👍 1    🔁 0    💬 0    📌 0
Video thumbnail

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 — 👍 131    🔁 28    💬 6    📌 7
Post image

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
Post image Post image

Let's build a 1997 Quake PC!

fabiensanglard.net/quake_pc/

17.01.2026 01:41 — 👍 65    🔁 10    💬 1    📌 1
Post image

Graphics Programming weekly - Issue 423 - January 11th, 2026 www.jendrikillner.com/post/graphic...

15.01.2026 15:11 — 👍 73    🔁 23    💬 0    📌 0
Post image

Bootstrapping. Wraparound over illustration for a book on computing development.

15.01.2026 11:47 — 👍 117    🔁 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
Preview
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)
YouTube video by Mike Turitzin I'm making a game engine based on dynamic signed distance fields (SDFs)

The video:

youtu.be/il-TXbn5iMA

06.01.2026 19:53 — 👍 211    🔁 57    💬 20    📌 15
Post image

Graphics Programming weekly - Issue 422 - January 4th, 2025 www.jendrikillner.com/post/graphic...

07.01.2026 16:03 — 👍 53    🔁 24    💬 0    📌 1
Video thumbnail

Whether you like it or not, a Gaussian splat of wasp! It's menacing.. but also gorgeous! #3dgs

27.12.2025 15:54 — 👍 20    🔁 3    💬 3    📌 0
Video thumbnail

A mech miniboss I animated for Neon Inferno.

Base concept by Kryssalian.

#pixelart

22.10.2025 18:07 — 👍 220    🔁 54    💬 7    📌 1
Video thumbnail

🤔 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
Video thumbnail

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 — 👍 177    🔁 20    💬 10    📌 0
Post image

Graphics Programming weekly - Issue 420 - December 14h, 2025 www.jendrikillner.com/post/graphic...

18.12.2025 14:14 — 👍 50    🔁 20    💬 0    📌 1
Post image Post image Post image Post image

#sketchbook pages

11.12.2025 15:31 — 👍 171    🔁 27    💬 3    📌 2
Post image

Graphics Programming weekly - Issue 419 - December 7th, 2025 www.jendrikillner.com/post/graphic...

08.12.2025 15:31 — 👍 48    🔁 19    💬 0    📌 0

Awesome. Thanks for your efforts!

08.12.2025 21:55 — 👍 1    🔁 0    💬 0    📌 0
🐇 meshoptimizer v1.0 Mesh optimization library that makes meshes smaller and faster to render

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

08.12.2025 16:56 — 👍 249    🔁 76    💬 9    📌 1
Post image

Graphics Programming weekly - Issue 418 - November 30th, 2025 www.jendrikillner.com/post/graphic...

02.12.2025 14:00 — 👍 65    🔁 20    💬 0    📌 0

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

26.11.2025 08:07 — 👍 1    🔁 0    💬 1    📌 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 — 👍 45    🔁 20    💬 0    📌 1
Post image

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

11.11.2025 16:06 — 👍 51    🔁 18    💬 0    📌 0
Post image

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

05.11.2025 21:15 — 👍 112    🔁 38    💬 1    📌 1

@pixeljetstream is following 20 prominent accounts