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

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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