Conservative Meshlet Bounds for Robust Culling of Skinned Meshes
This is the paper page of our paper “Conservative Meshlet Bounds for Robust Culling of Skinned Meshes” which has been accepted and presented at Pacific Graph...

Hi there, great to see you around! My name is Johannes Unterguggenberger. I've been working for the Research Unit of Computer Graphics at TU Wien for a couple of years, where I completed my PhD in 2025. I also briefly worked as a Senior Computer Graphics Architect at Huawei Technologies. Today, I work as an independent contractor.
I specialize in contract work as a real-time rendering engineer and researcher, with a focus on graphics APIs, engine development, GPU programming, and shader optimization. I also have experience in Windows and web development. My core technical expertise includes the Vulkan API, C++, C#, and the Unity game engine. In addition to programming and research, my strengths include teaching, creating educational videos, and delivering engaging presentations. If you’re interested in discussing contract opportunities, please don’t hesitate to get in touch via email or LinkedIn.
This website contains several posts, mostly about real-time rendering and related topics. The posts also include paper pages of my research publications. Please use the Disqus-sections at the bottom of each blog post (available after accepting cookies) to discuss the respective topic.
First Author Papers:

My Vulkan Lecture Series on YouTube has gained some attention and should be very helpful with understanding the concepts of the Vulkan API. It has also been linked on The Khronos Group's vulkan.org website under learning resources. The Vulkan Lecture Series represents the way how I think that learning Vulkan should be approached, s.t. maximum understanding can be gained.
For all the work shown in the Title Image, I have used the Auto-Vk-Toolkit framework, which adds a lot of convenience for Vulkan development. While it probably should get some updates here and there, it has proven to be quite effective for rapid prototyping, research, and also in teaching graduate students the concepts of Vulkan from a slightly higher API abstraction level.
At Huawei Technologies, I was still working in the field of real-time rendering, mostly implementing algorithms, optimizing GPU performance, and doing research in this field—which is arguably the greatest field of them all within computer sciences, and ever will be.This is the paper page of our paper “Conservative Meshlet Bounds for Robust Culling of Skinned Meshes” which has been accepted and presented at Pacific Graph...
I currently have access to PCs which are of totally different form factors—one being a desktop-PC, the other being a laptop-PC—and actually have pretty diffe...
In this post, I’d like to describe a strategy how a proper and (hopefully) easy to understand perspective projection matrix for Vulkan can be set-up manuall...
When programmers with an OpenGL background learn Vulkan, they often expect—or hope—that the projection matrices they have used with OpenGL continue to work w...
Vulkan snchronization validation has reached version 1.0 as reported by LunarG on January 13th, 2021. They published an official documentation of it, titled ...