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Martin-Karl

@doragonhanta.bsky.social
82 followers 38 following 9 posts

Graphics engineer with deep experience from IrisGL to Vulkan. NVIDIA DevTech Engineer specializing in real-time rendering, Vulkan, and ray tracing. Focused on efficient graphics samples, optimizing shaders, and bridging the gap between code and pixel.

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Reposted by Martin-Karl
Christoph Kubisch @pixeljetstream.bsky.social · 05/08/2026
Major update to our continuous cluster lod rendering sample. Reduces memory consumption for ray tracing by not keeping vertex positions resident and rely on fetch intrinsics. Thanks to Calvin Hsu for investigations on this. We also improved the path tracing a bit. www.github.com/nvpro-sample...
Diagram depicting that for ray tracing the geometry streaming splits transfers of cluster groups into a persistent section and per-frame scratch. The latter storing vertex positions for clas builds
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Martin-Karl @doragonhanta.bsky.social · 31/07/2026
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
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Martin-Karl @doragonhanta.bsky.social · 14/04/2026
Adding VK_EXT_descriptor_heap to vk_minimal_latest — no more descriptor set, pool, and other Vulkan objects! github.com/nvpro-sample...
github.com
GitHub - nvpro-samples/vk_minimal_latest: A minimal, self-contained example demonstrating best practices for Vulkan development in a single file—no frameworks required.
A minimal, self-contained example demonstrating best practices for Vulkan development in a single file—no frameworks required. - nvpro-samples/vk_minimal_latest
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Reposted by Martin-Karl
Christoph Kubisch @pixeljetstream.bsky.social · 01/04/2026
youtu.be/6pFNyscvz_w Some more details on the recently shown forest path tracing can be found in this presentation, as well as other useful tips on path tracing integration. In general a lot of NVIDIA GDC 2026 presentations are now public
youtu.be
The Future of Path Tracing | Best Practices, Optimizations & Future Standards
YouTube video by NVIDIA Game Developer
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Reposted by Martin-Karl
Christoph Kubisch @pixeljetstream.bsky.social · 19/03/2026
Jean-Eudes Marvie just released a major update to his open source gaussian splatting sample #vulkan #3dgs. A lot of new rendering techniques were added github.com/nvpro-sample...
github.com
Release 2026.1 · nvpro-samples/vk_gaussian_splatting@3c53221
- Multi-instance splat set architecture with global index tables and unified sorting - Centralized bindless asset management with a root bindless scene assets buffer - Multi-light lighting system (...
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Martin-Karl @doragonhanta.bsky.social · 16/03/2026
vk_gltf_renderer keeps growing: full glTF reference path tracing, and now built-in scene/asset editing. You can duplicate, delete, re-parent, rename, split meshes, import scenes, undo/redo, and save back to glTF/glb Open source Vulkan renderer, with ray tracing + raster github.com/nvpro-sample...
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Reposted by Martin-Karl
Christoph Kubisch @pixeljetstream.bsky.social · 11/03/2026
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.
youtu.be
Advances in Path Tracing: New NVIDIA RTX Mega Geometry Foliage System
YouTube video by NVIDIA Game Developer
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Martin-Karl @doragonhanta.bsky.social · 18/11/2025
Excited to share the latest news on Shader Execution Reordering (SER) in Vulkan! Check out the full blog post for deep technical details, best practices: www.khronos.org/blog/boostin... #Vulkan #RayTracing #GPUProgramming #GraphicsProgramming #GameDev
khronos.org
Boosting Ray Tracing Performance with Shader Execution Reordering: Introducing VK_EXT_ray_tracing_invocation_reorder
Today, we’re excited to share that Shader Execution Reordering in Vulkan has advanced from a vendor-specific extension, VK_NV_ray_tracing_invocation_reorder, to a multi-vendor Vulkan extension, VK_EXT...
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Reposted by Martin-Karl
Christoph Kubisch @pixeljetstream.bsky.social · 03/10/2025
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...
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Martin-Karl @doragonhanta.bsky.social · 02/10/2025
The 16_ray_query tutorial is out! Learn Monte Carlo path tracing with Vulkan's ray query extension in compute shaders, an alternative to traditional RT pipelines. Bonus sections: • Shadow terminator • Shading normal github.com/nvpro-sample...
github.com
vk_raytracing_tutorial_KHR/raytrace_tutorial at v2 · nvpro-samples/vk_raytracing_tutorial_KHR
Ray tracing examples and tutorials using VK_KHR_ray_tracing - nvpro-samples/vk_raytracing_tutorial_KHR
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Martin-Karl @doragonhanta.bsky.social · 26/09/2025
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
github.com
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
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Martin-Karl @doragonhanta.bsky.social · 02/07/2025
Major update to our Vulkan glTF Scene Renderer! Completely rebuilt on Nvpro-Core2 with Vulkan 1.4, Slang shaders, and DLSS Ray Reconstruction support. github.com/nvpro-sample... #GraphicsProgramming #Vulkan #RayTracing
github.com
GitHub - nvpro-samples/vk_gltf_renderer: Rendering glTF scenes with ray tracer and raster (Vulkan)
Rendering glTF scenes with ray tracer and raster (Vulkan) - nvpro-samples/vk_gltf_renderer
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Reposted by Martin-Karl
Christoph Kubisch @pixeljetstream.bsky.social · 28/10/2024
Working mostly on rendering technology for provis in Vulkan. Various open-source samples can be found at github.com/nvpro-samples my focus is tech for scenes with lots of geometry (GPU-driven pipelines)
github.com
NVIDIA DesignWorks Samples
NVIDIA DesignWorks Samples has 50 repositories available. Follow their code on GitHub.
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Martin-Karl @doragonhanta.bsky.social · 30/01/2025
Bumping up the Vulkan Minimal Latest Sample to Vulkan 1.4. github.com/nvpro-sample.... Requires a Vulkan 1.4 Driver (NVIDIA released it today) #vulkan, #nvidia
github.com
GitHub - nvpro-samples/vk_minimal_latest: A minimal, self-contained example demonstrating best practices for Vulkan development in a single file—no frameworks required.
A minimal, self-contained example demonstrating best practices for Vulkan development in a single file—no frameworks required. - nvpro-samples/vk_minimal_latest
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