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.
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Posts by Christoph Kubisch

Content Creation / Rendering

NVIDIA RTX Mega Geometry Now Available with New Vulkan Samples

Geometric detail in computer graphics has increased exponentially in the past 30 years. To render high quality assets with higher instance counts and greater... 5 MIN READ
A graphic of a computer sending code to multiple stacks.
Simulation / Modeling / Design

Advanced API Performance: Mesh Shaders

This post covers best practices for mesh shaders on NVIDIA GPUs. To get a high and consistent frame rate in your applications, see all Advanced API Performance... 3 MIN READ
Simulation / Modeling / Design

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
Simulation / Modeling / Design

New: Vulkan Device Generated Commands

This post was updated substantially in March 2020. The original post was about the experimental NVX extension, while the current post is about the production NV... 9 MIN READ
Simulation / Modeling / Design

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
Simulation / Modeling / Design

Introduction to Turing Mesh Shaders

The Turing architecture introduces a new programmable geometric shading pipeline through the use of mesh shaders. The new shaders bring the compute programming... 20 MIN READ