Christoph Kubisch

Christoph Kubisch is a Senior Developer Technology Engineer for NVIDIA Corporation, where he focuses on OpenGL and Vulkan real-time rendering techniques suitable for CAD/DCC and scientific applications. He collaborates with external partners and NVIDIA's internal teams to optimize current and future rendering algorithms. Prior to joining NVIDIA, Christoph was a researcher on hardware accelerated visualization techniques for medical datasets at the Otto-von-Guericke University of Magdeburg. Furthermore, he has worked as technical artist creating game art, technology and DCC plugin development.

Posts by Christoph Kubisch

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Advanced API Performance: Mesh Shaders

Mesh shaders are designed to overcome the bottlenecks of the fixed layout used by the classical geometry pipeline. 3 MIN READ
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Using Mesh Shaders for Professional Graphics

Mesh shaders were introduced with the Turing architecture and are shipping with Ampere as well. In this post, I offer a detailed look over mesh shader… 15 MIN READ
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New: Vulkan Device Generated Commands

We are releasing the VK_NV_device_generated_commands (DGC) Vulkan extension, which allows GPU generation of the most frequent rendering commands. 9 MIN READ
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Pro Tip: Improved GLSL Syntax for Vulkan DescriptorSet Indexing

Sometimes the evolution of programming languages creates situations where "simple" tasks take a bit more complexity to express. Syntax annoyance slows down… 4 MIN READ
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Introduction to Turing Mesh Shaders

Turing introduces a new programmable geometric shading pipeline, mesh shaders,, enabling threads to cooperatively generate compact meshes on the chip. 20 MIN READ