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Christoph Kubisch

@pixeljetstream.bsky.social
516 followers 275 following 48 posts

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

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Christoph Kubisch @pixeljetstream.bsky.social · 29/08/2026
New release of Mega Geometry SDK now with a textured version of the Zorah scene (gltf + ktx2 70 GB). Lots of great work by Calvin Hsu. RTXMG (now with ported lod system) github.com/NVIDIA-RTX/R... VK r&d sample: github.com/nvpro-sample...
Rendering of a classical building with intricate geometric detail. Leaves in foreground that are geometry. Outside the viewport are ui elements with lots of statistics and controls
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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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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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Christoph Kubisch @pixeljetstream.bsky.social · 12/09/2025
Overview on the BLAS sharing techniques (2nd attempt). github.com/nvpro-sample...
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Christoph Kubisch @pixeljetstream.bsky.social · 10/09/2025
Anpther major update to our cluster lod ray tracing sample. Zorah scene available as glTF raw.githubusercontent.com/nvpro-sample... BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample... Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics
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Christoph Kubisch @pixeljetstream.bsky.social · 04/01/2025
A few years ago thought it would be nice to load ldraw.org models and fell into the rabbit hole of writing mostly mesh processing code to deal with non-manifold surfaces. Makes a nice project for the holidays to improve a pipeline, given there is a huge library of parts. github.com/pixeljetstre...
a before/after image of a 3d model, the wireframe is overlayed and shows that the mesh triangle topology has been improved.
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