Advertisement · 728 × 90

Posts by Christoph Kubisch

Preview
Anvil Engine - YouTube

In this video series, the team and I dive into some of the tech behind Assassin’s Creed Shadows, and what powers the Anvil engine.

We cover Atmos, Large-Scale Rendering, Micropolygon, and Ray Tracing.

#Anvil #AssassinsCreed #AssassinsCreedShadows

www.youtube.com/playlist?lis...

4 days ago 36 10 0 0
Post image

Graphics Programming weekly - Issue 436 - April 12th, 2026 www.jendrikillner.com/post/graphic...

3 days ago 57 25 0 0
Raytracing Voxels in Teardown and Beyond
Raytracing Voxels in Teardown and Beyond YouTube video by Graphics Programming Conference

At long last, the Teardown talk from the 2025 Graphics Programming Conference has been posted 🎉

youtube.com/watch?v=IM1D...

(as well as another drop of some other great-looking stuff, check the channel)

1 week ago 68 13 0 0
Post image

Graphics Programming weekly - Issue 435 - April 5th, 2026 www.jendrikillner.com/post/graphic...

1 week ago 75 27 0 0
Post image

meshoptimizer 1.1 is out!

github.com/zeux/meshopt...

Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! More information in the infographic and release above :)

Boosts and repository stars are welcome!

2 weeks ago 103 35 5 0
The Future of Path Tracing | Best Practices, Optimizations & Future Standards
The Future of Path Tracing | Best Practices, Optimizations & Future Standards YouTube video by NVIDIA Game Developer

Link seems to have changed youtu.be/0IrzX4LDIx8

2 weeks ago 2 1 0 0
Deconstructing the water effect in Super Mario Sunshine | Clean Rinse

One of my favorite old school rendering tricks is the abusing mip maps for fades and Fresnel. At this point perhaps most famously done in Mario Sunshine for the ocean water sparkles.

blog.mecheye.net/2018/03/deco...

2 weeks ago 23 2 2 0
Advertisement
The Future of Path Tracing | Best Practices, Optimizations & Future Standards
The Future of Path Tracing | Best Practices, Optimizations & Future Standards YouTube video by NVIDIA Game Developer

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

2 weeks ago 16 3 1 0
Video

Archipelago
#ProcGen

4 weeks ago 301 42 10 2
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 (...

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...

4 weeks ago 7 4 0 1
Preview
Nanite + Reyes Let's get into the details of how this integrates with Nanite. We aren’t replacing anything Nanite already does. Nothing is changed about th...

2 more Nanite Tessellation posts are up. graphicrants.blogspot.com/2026/02/nani...,
graphicrants.blogspot.com/2026/03/vari...

1 month ago 76 28 2 0

Thanks for your awesome service to the Vulkan community!

1 month ago 1 0 0 0
Post image Post image Post image Post image

Running #NVIDIA’s Zorah assets in #Anvil.

Our Micropolygon (MPH) pipeline streams massive geometric detail, enabling film-level complexity in real time.

MPH already shipped in #AssassinsCreedShadows, scaling from Switch 2 all the way up to high-end PCs.

schedule.gdconf.com/session/micr...

1 month ago 38 7 1 0
Post image

Graphics Programming weekly - Issue 431 - March 8th, 2026 www.jendrikillner.com/post/graphic...

1 month ago 63 14 0 1
Video

Another experimental custom vfx volume modifier for meshes + custom particle processor.

selective particle emission + light on any mesh shape by intersecting the modifier volume sdf w/ random ptx spawn points on geometry data fetched in particle processor

#gamedev #godotengine #vfx #rtvfx #wip

11 months ago 3151 309 63 8
DirectX Raytracing (DXR) Functional Spec, Part 2 Engineering specs for DirectX features.

DXR 2.0 specs were now made public 🎉
microsoft.github.io/DirectX-Spec...

1 month ago 23 11 1 0
Advances in Path Tracing: New NVIDIA RTX Mega Geometry Foliage System
Advances in Path Tracing: New NVIDIA RTX Mega Geometry Foliage System YouTube video by NVIDIA Game Developer

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.

1 month ago 15 4 0 0
Advertisement
Post image

Great to see renewed interest in #AssassinsCreedUnity following the new 60fps patch.
If you’re curious about some of the tech behind it— global illumination and early GPU-driven pipeline —I shared a few details in my GDC talk. youtu.be/yj5pYktC3X8?...

#AssassinsCreed

1 month ago 26 3 1 0
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages YouTube video by Graphics Programming Conference

Our GPC 2025 talks are up on YT now!
youtu.be/fXakIV1OFes?...

youtu.be/mvCoqCic3nE?...

1 month ago 33 15 0 0
Preview
Announcing Shader Model 6.9 Retail and New D3D12 Improvements - DirectX Developer Blog Today, we are pleased to announce that Shader Model 6.9 and other features have been officially released with Agility SDK 1.619 and complementary DXC 1.9.2602.16. Many of these features have been in p...

SER and OMM have now officially arrived in DXR 1.2! devblogs.microsoft.com/directx/shad...

1 month ago 6 1 0 0
Post image

Graphics Programming weekly - Issue 428 - February 15th, 2026 www.jendrikillner.com/post/graphic...

2 months ago 50 20 0 1
Preview
Comparing f25b318a924a70ad98cb43bd6bbd5b1dd04c7780...8cf95feee3e7f37b2864795dbcbbf0acc375860c · zeux/niagara A Vulkan renderer written from scratch on stream. Contribute to zeux/niagara development by creating an account on GitHub.

Yesterday on stream we've sketched out most of the support code for descriptor heaps. If you want to see the rest of the owl, I've committed the remaining pieces after the stream. For now all of the previous descriptor code is still required to support production drivers.

github.com/zeux/niagara...

2 months ago 17 1 0 0

Feels familiar, and yet that sort of making the wrong turn with the investigation (dismantling the complex system rather than the simple things) happens again and again.

2 months ago 1 0 1 0
How Michael Abrash doubled Quake framerate

How Michael Abrash doubled Quake framerate:
fabiensanglard.net/quake_asm_op...

2 months ago 122 31 5 0
Advertisement
Video

"It's So Fluffy" #3dgs #GaussianSplatting

2 months ago 9 4 1 1
Photo by G. Solecki/A. Piętak of a small figurine of a bear carved out of amber between 9600 and 4100 BC. The amber is a deep translucent orange. The display lighting makes it glow in places. The bear's head is carved to show ears, mouth, nostrils and eyes. A hole runs through the bear’s torso, suggesting it was threaded onto a cord. Dimensions: Length 10.2 cm, Height 4.2 

It was discovered in Słupsk during peat mining in 1887. 

According to the museum catalogue ‘’Shortly after its discovery, the figure underwent conservation work to restore its original appearance as it was covered with a layer of dull patina from the exposure to the minerals contained in the peat. Already at that time, at the end of the 19th century, it was assumed the restoration had gone too far. The figure was stripped entirely of patina, the anatomical features of the animal were emphasised, the eyes and nostrils were sharply drawn, and the amber was carefully polished”.

In 2013, a competition was organised by the Education Department of the National Museum in Szczecin, for children to choose a name for the bear. The winning name was ‘Słupcio’,

Photo by G. Solecki/A. Piętak of a small figurine of a bear carved out of amber between 9600 and 4100 BC. The amber is a deep translucent orange. The display lighting makes it glow in places. The bear's head is carved to show ears, mouth, nostrils and eyes. A hole runs through the bear’s torso, suggesting it was threaded onto a cord. Dimensions: Length 10.2 cm, Height 4.2 It was discovered in Słupsk during peat mining in 1887. According to the museum catalogue ‘’Shortly after its discovery, the figure underwent conservation work to restore its original appearance as it was covered with a layer of dull patina from the exposure to the minerals contained in the peat. Already at that time, at the end of the 19th century, it was assumed the restoration had gone too far. The figure was stripped entirely of patina, the anatomical features of the animal were emphasised, the eyes and nostrils were sharply drawn, and the amber was carefully polished”. In 2013, a competition was organised by the Education Department of the National Museum in Szczecin, for children to choose a name for the bear. The winning name was ‘Słupcio’,

A little bear figurine carved out of amber some 6,000 years ago 🐻❤️

A hole runs through the bear’s torso suggesting it was threaded on a cord, perhaps worn or carried as a protective charm.

Found in a peat bog near Słupsk, Poland, in 1887.

📷 National Museum in Szczecin

#FindsFriday
#Archaeology

2 months ago 1461 326 27 64
Normal Map Compression Revisited – Ignacio Castaño

While working on spark.js, I realized that common normal map compression formats weren’t supported in popular frameworks like three.js. I added the necessary support to three.js and wrote an article to shed some light on the topic:

ludicon.com/castano/blog...

#webgpu #webgl #threejs #sparkjs

2 months ago 17 11 0 0
Pushing Simulation to the Limit to Find Order in Chaos
Pushing Simulation to the Limit to Find Order in Chaos YouTube video by Drew's Campfire

A colleague sent me this: www.youtube.com/watch?v=8jVo...

No further comments needed, it's **very** good.

I've seen some of his videos in the past, but I missed this one. Glad I saw it.

2 months ago 25 10 1 0
Video

This feels like the texturing version of spinning around my model.

Playing with carve groups in @marmoset3d.bsky.social to get grey metalness values through intermediate oxidation.

2 months ago 92 14 4 1
Post image

Graphics Programming weekly - Issue 426 - February 1st, 2026 www.jendrikillner.com/post/graphic...

2 months ago 55 15 1 0