pixel jet stream

Friday, February 6, 2015

Life of a triangle - NVIDIA's logical pipeline

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Hi, while gathering public material on how the hardware works, I tried to create a compressed architecture image. It is based on images and ...
Thursday, February 5, 2015

New OpenGL samples and techniques

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It's been a while :) Though many cool things happened in the last year. Next to a very exciting roadtrip visiting several national parks...
Thursday, January 16, 2014

Alles Im Fluss - open beta :)

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For the start of the new year I am happy to announce that a long time project (dating back to 2008) finally is ready for public. "Alles...
Saturday, March 30, 2013

Simple GLSL compilation checker

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As NVIDIA's Cgc is getting kinda dated (it is able to compile GLSL as well), threw together a simple commandline tool for basic offline ...
Sunday, June 3, 2012

tangent space can cost extra money

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Although tangent space normal mapping is used for a while in games now. There is still often one major flaw left in the asset pipeline: Unsy...
Friday, September 9, 2011

mini lua primer

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------------------------- -- tables are general container can be indexed by anything (numbers, -- tables, strings, functions...) local fu...
Saturday, January 1, 2011

estrela as shader editor

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Recently doing more work with Lua and Cg/GLSL again, hence added a couple features to estrela editor . Lua wise I had added some experimenta...
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pixeljetstream
Germany
My name is Christoph Kubisch and my passion is 3d graphics programming and hardware rendering research (NVIDIA DevTech). Before coding I did 3d lowpoly models and animations for games (mostly quake mods) or simulations. This blog is about graphics programming as well as tools for dcc. It is a personal blog and doesn't necessarily reflect the opinions of my employer. @pixeljetstream
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