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...
Christoph Kubisch
@pixeljetstream.bsky.social
NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SMOLDER — REAL-TIME VOLUMETRIC EFFECT RENDERING IN GLACIER AND 007 FIRST LIGHT by @lexdev.net from IO Interactive are now online - enjoy!! advances.realtimerendering.com/s2026/index....
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU jcgt.org/published/00... New published paper! The premise is that you can offload polynomial evaluation to the texture sampling unit, which can be useful for improving execution times if you are compute bound.
So many new features in vk_gltf_renderer (github.com/nvpro-sample...) since my last post, I'll drop a few highlights. - glTF 2.1 External Assets - Releases: compiled version of the sample - PBR: better volume scattering, retroreflection - Optimizations: material compile defines - Opacity Micromesh
At #SIGGRAPH2026, I presented "points as tori" (PAT) for fast pointwise evaluation of signed distance for point clouds. Some code (Python w/ C++ extensions) and demo up: github.com/nzfeng/point... Contributions from people/LLMs welcome. Explainer thread below for the project: 🧵
New random sampling method for three-gpu-pathtracer: blue noise dither sampling! It offsets a common random sequence for ALL screen samples, yielding a cleaner image in just a few samples. Screenshots are single sample scrambled sobol vs blue noise. Small writeup below👇
dear imgui 1.92.9 released! github.com/ocornut/imgu... - new liveedit on/off settings and defaults - tables track topology changes - metal4 rendering backend - timestamped settings entries (for cleanup etc.) - 50+ other changes/fixes (fonts, multi-select, popups, backends etc.).
The Gaming DevTech group in EMEA has an opening nvidia.wd5.myworkdayjobs.com/NVIDIAExtern...
Principal Developer Technology Engineer
For two decades, NVIDIA has pioneered visual computing, the art and science of computer graphics. With our invention of the GPU - the engine of modern visual computing - the field has expanded to enco...
nvidia.wd5.myworkdayjobs.com
EGSR 2026 recordings: www.youtube.com/@egsr2026/pl... (Also linked from the programme: egsr2026.inria.fr/programme/)
Updates for the mega geo samples Open-source tessellation table replacing the Unreal derived version github.com/nvpro-sample... Use sparse buffers to grow the CLAS storage dynamically github.com/nvpro-sample...
GitHub - nvpro-samples/vk_tessellated_clusters: Sample for adaptive triangle tessellation in ray tracing
Sample for adaptive triangle tessellation in ray tracing - nvpro-samples/vk_tessellated_clusters
github.com
meshoptimizer 1.2 is out! Featuring support for tangent generation, a significantly faster vertex decoder for Intel/AMD CPUs, several new smaller algorithms (cluster position compression, triangle filtering, clusterlod BVH) and more. GitHub stars and boosts appreciated! github.com/zeux/meshopt...
Reminder that the coding help I need the most for Dear ImGui are related to tech that are foreign to me: Vulkan, OSX, Metal, Android, Linux. Many open issues/pr, need quality brain time, design time, explanations & reviews to close topics rather that have more opened: github.com/ocornut/imgu...
Khronos is running a survey on shading language usage www.surveymonkey.com/r/LKWFQ3M
2026 Shader Ecosystem Survey
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surveymonkey.com
Half the stuff in the new build exist purely so I can show off that we have shadows in the DOOM engine nowadays.
Shipshapes for a cancelled animated project. A recurring theme.
I implemented multiple fixes & improvements in Vulkan/D3D12 Memory Allocator libraries, on my fork for now. If you use any of these, please give it a try so we validate they work fine before I turn them into official releases. github.com/sawickiap/Vu... github.com/sawickiap/D3...
GitHub - sawickiap/VulkanMemoryAllocator: Easy to integrate Vulkan memory allocation library
Easy to integrate Vulkan memory allocation library - sawickiap/VulkanMemoryAllocator
github.com
@spacegooose.bsky.social I loved the space car and needed to try it for myself. I resized for 8.5 x 11 and printed on regular weight paper. This was my first paper craft and it was really fun to make even if i made some mistakes in quality towards the last bit #papercraft
I'm a little late to the party on this one since it's from January, but I just read this great blog post by Jure Triglav walking through implementing surfel-based global illumination. It's got a bunch of really cool interactive toys/visualizers! juretriglav.si/surfel-based...
Ok, new sokol-sample for Slug text rendering is out! This has been ported from this Odin sample with some quick'n'dirty improvements (most notably: batching for glyphs) tangled.org/dosha.dev/so... WebGL2 sample: floooh.github.io/sokol-html5/... ...and WebGPU: floooh.github.io/sokol-webgpu...
8-bitBot running natively on Android - making now levels on my phone with the level editor 😁 #gamedev #puzzlegame #solodev
dear imgui 1.92.8 released! github.com/ocornut/imgu... - many fixes/improvements for tables, text inputs, axis auto-sizing, multi-select & box-select, clipper, key ownership system etc. - ImDrawList::AddRect() sig change⚠️ - Bonus: a renderer agnostic standard for changing texture sampler.