Christoph Kubisch

Christoph Kubisch

@pixeljetstream.bsky.social

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

520 followers279 following48 posts

Christoph Kubisch reposted

First step in introducing different difficulty lanes: Having 3 distinct difficulty markers. I need to create some branching now so higher difficulty routes are shorter (=have fewer nodes). #gamedev #indiedev #solodev #raylib

Christoph Kubisch reposted

meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations and fixes. GitHub stars and reposts appreciated! meshoptimizer was started 10 years ago; excited for the years to come! github.com/zeux/meshopt...

Christoph Kubisch reposted

I managed to randomize the production queues a bit, so now it is essential to check what a bot has loaded. #gamedev #indiedev #solodev #raylib

Christoph Kubisch reposted

meshoptimizer turns 10 today! This blindsided me a little bit; I thought it would be later this year. So I don't have an anniversary release or post ready; I'm on a tail end of a few neat improvements that need a bit more time to work on or write about. Time flies!

There are settings to control the texture memory budget, the supplied files are much higher resolution than the renderers currently make use of (currently mip tail that fits in budget). Texture streaming yet to be done.

Christoph Kubisch reposted

Marmoset Toolbag 5.03 is officially out! It introduces brand-new features & significant improvements to Toolbag's baking, texturing, and rendering systems, such as: ✅ Text Layers ✅ Scatter Layers ✅ Pause Tiles ✅ SVG Vector Import ✅ SpaceMouse Support & much more!

Christoph Kubisch reposted

Christoph Kubisch reposted

A Texture Lookup Approach to Bézier Curve Evaluation on the GPU jcgt.org/published/00... New published paper! The premise is that you can offload polynomial evaluation to the texture sampling unit, which can be useful for improving execution times if you are compute bound.

Christoph Kubisch reposted

So many new features in vk_gltf_renderer (github.com/nvpro-sample...) since my last post, I'll drop a few highlights. - glTF 2.1 External Assets - Releases: compiled version of the sample - PBR: better volume scattering, retroreflection - Optimizations: material compile defines - Opacity Micromesh

Christoph Kubisch reposted

At #SIGGRAPH2026, I presented "points as tori" (PAT) for fast pointwise evaluation of signed distance for point clouds. Some code (Python w/ C++ extensions) and demo up: github.com/nzfeng/point... Contributions from people/LLMs welcome. Explainer thread below for the project: 🧵

Christoph Kubisch reposted

New random sampling method for three-gpu-pathtracer: blue noise dither sampling! It offsets a common random sequence for ALL screen samples, yielding a cleaner image in just a few samples. Screenshots are single sample scrambled sobol vs blue noise. Small writeup below👇

Christoph Kubisch reposted

dear imgui 1.92.9 released! github.com/ocornut/imgu... - new liveedit on/off settings and defaults - tables track topology changes - metal4 rendering backend - timestamped settings entries (for cleanup etc.) - 50+ other changes/fixes (fonts, multi-select, popups, backends etc.).