HackerTube
HomeLongsLikedHistoryWatch laterCategoriesPlaylistsSettings

3d rendering

Talk×Play all on YouTube

Upload date

Past year2020s2010s2000s

Type

TalkLectureExplainerTutorialDocumentaryInterviewDemoCommentaryComedyMusic

Duration

Under 4 minutes4-20 minutes20-60 minutesOver 1 hour

Features

Hidden gemsEvergreen only

Sort by

RelevanceRecently recommendedUpload dateOldest firstView countLike ratioMost recommended
GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D58:59

GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D

710K views • 11 years ago
GDC Festival of Gaming
A GDC 2015 talk by Arc System Works technical artist Junya Motomura on how Guilty Gear Xrd rebuilt a classic 2D fighter in full 3D while keeping a hand-drawn look. It covers the art and programming R&D and the stylistic decisions behind it.
Rendering Tiny Glades With Entirely Too Much Ray Marching59:20

Rendering Tiny Glades With Entirely Too Much Ray Marching

108K views • 1 year ago
Graphics Programming Conference
A Graphics Programming Conference talk on how the game Tiny Glade renders meadows, trees and player-built castles. It covers real-time global illumination, tilt-shift depth of field, stable shadows with continuous time of day, ray marching and GPU-driven rendering on old hardware.
[JSConfUS 2013] Steven Wittens: Making WebGL Dance30:55

[JSConfUS 2013] Steven Wittens: Making WebGL Dance

56K views • 13 years ago
JSConf
Steven Wittens' JSConf US 2013 talk on drawing with WebGL, using animated visuals to walk through vectors, matrices and the rendering pipeline. Despite the title, it works as a visual primer on the linear algebra behind 3D graphics.
Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 243:13

Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2

29K views • 2 years ago
Digital Dragons
A Remedy engineer explains how Alan Wake 2 moved to a GPU-driven rendering pipeline built on mesh shaders, culling and rendering meshlets for dense vegetation on PS5 and Xbox Series consoles.
A Deep Dive into Nanite Virtualized Geometry1:10:00

A Deep Dive into Nanite Virtualized Geometry

278K views • 5 years ago
SIGGRAPH Advances in Real-Time Rendering
Brian Karis's SIGGRAPH 2021 talk explains how Unreal Engine 5's Nanite virtualized geometry works. It covers mesh import, the data structures, streaming, decompression, culling, software and hardware rasterization, and shading.
Dan Abramov: Beyond React 16 | JSConf Iceland33:25

Dan Abramov: Beyond React 16 | JSConf Iceland

139K views • 8 years ago
JSConf
Dan Abramov's JSConf Iceland talk on what came after React 16, with live-coded prototypes of async rendering and time slicing. It previews the ideas that became concurrent mode and suspense.
Fastest browser engine by far at 500 FPS! Servo Webrender - CSS on the GPU part 1: Rust15:00

Fastest browser engine by far at 500 FPS! Servo Webrender - CSS on the GPU part 1: Rust

19K views • 10 years ago
𝓖𝓷𝓸𝓶𝓮💫𝓢𝓪𝓷𝓮
An excerpt from a Bay Area Rust meetup on Servo's WebRender, which renders CSS display lists on the GPU at very high frame rates. It explains the approach and demos rendering at around 500 FPS.
React.js Conf 2015 - Hype!31:17

React.js Conf 2015 - Hype!

108K views • 11 years ago
Meta Developers
Ryan Florence's React.js Conf 2015 talk pushes React into unusual use cases, including a demo comparing rendering in React, Ember and Angular.
Destiny's Multithreaded Rendering Architecture1:06:37

Destiny's Multithreaded Rendering Architecture

45K views • 11 years ago
GDC Festival of Gaming
A GDC 2015 talk in which Natalya Tatarchuk describes the multithreaded renderer Bungie built for Destiny. It covers the low-latency architecture across platforms, its successes and its challenges.
Alex Evans at Umbra Ignite 2015: Learning From Failure30:46

Alex Evans at Umbra Ignite 2015: Learning From Failure

68K views • 11 years ago
Media Molecule
Media Molecule's Alex Evans recounts the journey, including the failures, of finding the Dreams engine, based on his Siggraph 2015 talk. It covers the signed-distance-field and splat-based rendering approach and the artistic goals behind it.
"Clojure in Unity 3D: Functional Video Game Development" by Ramsey Nasser and Tims Gardner46:22

"Clojure in Unity 3D: Functional Video Game Development" by Ramsey Nasser and Tims Gardner

24K views • 12 years ago
Strange Loop Conference
A Strange Loop talk presenting an open-source library that integrates Clojure into the Unity 3D game engine. It covers REPL-based live coding, macros, DSLs and persistent data structures for game development.
clojure.core/typing - Matt Adereth35:41

clojure.core/typing - Matt Adereth

40K views • 10 years ago
ClojureTV
Matt Adereth's Clojure/conj talk covers the history of keyboards and how he used Clojure generating OpenSCAD to design and build his custom Dactyl ergonomic keyboard, including 3D printing and laser-cut parts.
ElixirConf 2018 - Keynote - Chris McCord57:50

ElixirConf 2018 - Keynote - Chris McCord

32K views • 8 years ago
ElixirConf
Chris McCord's ElixirConf 2018 keynote introduces Phoenix LiveView, which renders HTML on the server and updates the page over websockets. It includes a demo showing that latency is not the bottleneck one might expect.
Oculus Connect Keynote: John Carmack1:34:57

Oculus Connect Keynote: John Carmack

49K views • 12 years ago
Meta VR
John Carmack's keynote at Oculus Connect 2014 about the Gear VR and development stories from building it. He discusses mobile GPU optimization, latency, and display ideas like programmable interlacing.
Pete Hunt - The Secrets of React's Virtual DOM (FutureJS 2014)35:25

Pete Hunt - The Secrets of React's Virtual DOM (FutureJS 2014)

75K views • 12 years ago
Codegram
Pete Hunt explains why React's virtual DOM was built, how it compares with databinding-style systems, and what it means for future browser technology. Recorded at FutureJS 2014 in Barcelona.
HandmadeCon 2016 - History of Software Texture Mapping in Games1:22:13

HandmadeCon 2016 - History of Software Texture Mapping in Games

15K views • 9 years ago
Molly Rocket
A HandmadeCon 2016 panel where Chris Hecker, John Miles, Sean Barrett and Chris Green give an oral history of software texture mapping in 90s games.
ReactiveConf 2017 - Tom Dale: Secrets of the Glimmer VM33:23

ReactiveConf 2017 - Tom Dale: Secrets of the Glimmer VM

3K views • 8 years ago
ReactiveConf
Tom Dale explains the internals of the Glimmer VM, Ember's rendering engine, which compiles templates to opcodes. The talk includes a performance benchmark demo.
XDC 2020 - Day 1 - September 16, 20207:42:30

XDC 2020 - Day 1 - September 16, 2020

24K views • 6 years ago
X.Org Foundation
Day one of the X.Org Developer's Conference 2020 stream, including talks on the Raspberry Pi 4 Vulkan driver, the WSL graphics architecture, X11 and Wayland apps in WSL, and Mesa for D3D12.
Captain Disillusion: World's Greatest Blenderer - Live at the Blender Conference 201841:44

Captain Disillusion: World's Greatest Blenderer - Live at the Blender Conference 2018

2.8M views • 8 years ago
Captain Disillusion
Captain Disillusion's comedic talk at the 2018 Blender Conference recounts how he uses Blender as a production tool for his VFX-debunking web series. It is part case study and part love letter to the Blender community.
World Building in Blender - Ian Hubert35:45

World Building in Blender - Ian Hubert

2.2M views • 7 years ago
Blender
Ian Hubert's Blender Conference talk on world building in Blender, covering photogrammetry, camera projection and assembling complex environments from simple shapes at great speed.
Building a Better Web Browser - James Mickens - Harvard CS Colloquium 20151:07:46

Building a Better Web Browser - James Mickens - Harvard CS Colloquium 2015

29K views • 10 years ago
Paul Irish
James Mickens's 2015 Harvard colloquium argues that browsers are bloated and insecure because feature races trump clean interface design. He presents a cleaner, more secure browser architecture (Atlantis) with a much smaller API surface.
Classic Game Postmortem: Alone in the Dark57:43

Classic Game Postmortem: Alone in the Dark

27K views • 8 years ago
GDC Festival of Gaming
Frederick Raynal gives a GDC postmortem of Alone in the Dark, the game that helped create the survival horror genre. He covers how the team built it and shows some of the old tools used.
Makepad: Designing modern UIs with Rust - Rik Arends - RustNL 202355:20

Makepad: Designing modern UIs with Rust - Rik Arends - RustNL 2023

60K views • 3 years ago
RustNL
Rik Arends presents Makepad, a Rust UI framework, at RustNL 2023. The talk covers designing modern, GPU-fast UIs with Rust and includes live-coded demos of an IDE and a synthesizer.
React.js Conf 2015 - Beyond the DOM: How Netflix plans to enhance your television experience25:55

React.js Conf 2015 - Beyond the DOM: How Netflix plans to enhance your television experience

26K views • 11 years ago
Meta Developers
Jafar Husain of Netflix explains at React.js Conf 2015 how Netflix runs React-style rendering without the DOM on smart TVs and game consoles. It uses a canvas-like API for performance.
Andrew Price - Improving Blender's UI48:39

Andrew Price - Improving Blender's UI

62K views • 13 years ago
Blender
Andrew Price presents at the Blender conference on the problems, politics and possible fixes for Blender's user interface, followed by a full Q&A. He argues that an interface upgrade is overdue.
Jake Archibald on the web browser event loop, setTimeout, micro tasks, requestAnimationFrame, ...35:12

Jake Archibald on the web browser event loop, setTimeout, micro tasks, requestAnimationFrame, ...

808K views • 8 years ago
JSConf
Jake Archibald's JSConf.Asia 2018 talk "In the Loop" explains the browser event loop, covering tasks, microtasks, requestAnimationFrame, and how rendering interleaves with JavaScript. It uses visual walkthroughs to show why code runs in surprising orders and why setTimeout fixes are unreliable.
4 2 1 Christopher Domas   The future of RE Dynamic Binary Visualization48:39

4 2 1 Christopher Domas The future of RE Dynamic Binary Visualization

59K views • 14 years ago
Adrian Crenshaw
Christopher Domas presents his Cantor Dust tool at Derbycon 2012, a 3D visual approach to reverse engineering binaries by visualizing their structure dynamically.
Four Dimensional Maths: Things to See and Hear in the Fourth Dimension - with Matt Parker1:01:40

Four Dimensional Maths: Things to See and Hear in the Fourth Dimension - with Matt Parker

3.1M views • 11 years ago
The Royal Institution
Matt Parker gives a hands-on Royal Institution talk on how four-dimensional shapes appear in a 3D world, with props like straw frames, Mobius strips and a knitted hat. It is a playful general-audience tour of the fourth dimension.
Lin Clark - A Cartoon Intro to Fiber - React Conf 201731:48

Lin Clark - A Cartoon Intro to Fiber - React Conf 2017

216K views • 9 years ago
Meta Developers
Lin Clark gives an illustrated, cartoon-style walkthrough of React Fiber, the rewrite of React's reconciler, explaining its incremental rendering and scheduling at React Conf 2017.
REcon 2013 - The Future of RE : Dynamic Binary Visualization (Christopher Domas)1:03:22

REcon 2013 - The Future of RE : Dynamic Binary Visualization (Christopher Domas)

9K views • 12 years ago
Sébastien Duquette
Christopher Domas's REcon 2013 talk on dynamic binary visualization for reverse engineering. He shows how rendering binary data as interactive visual maps and trigraphs reveals structure that hex dumps hide, leading to his Cantor.dust tool.
Console Hacking 2016 (33c3)53:44

Console Hacking 2016 (33c3)

166K views • 9 years ago
media.ccc.de
A 33c3 talk by marcan on reverse engineering the PS4 hardware to run Linux with 3D acceleration. It covers how the console differs from a PC and includes a story about tunneling PCIe over RS-232.
The Truth about Rust/WebAssembly Performance29:47

The Truth about Rust/WebAssembly Performance

218K views • 3 years ago
Greg Johnston
Leptos creator Greg Johnston examines Rust/WebAssembly frontend frameworks against JavaScript frameworks using the JS framework benchmark. He argues that WASM is no longer too slow for DOM-heavy rendering.
Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit44:59

Google I/O 2011: Kick-Ass Game Programming with Google Web Toolkit

106K views • 15 years ago
Google for Developers
Google I/O 2011 session by Ray Cromwell and Philip Rogers on writing 2D and 3D games with HTML5 and GWT. It covers porting game libraries and physics engines, sharing code with Android, and publishing to the Chrome Web Store, and showcases the ForPlay library.
Crafting A Tiny Open World: A Short Hike Postmortem31:07

Crafting A Tiny Open World: A Short Hike Postmortem

521K views • 6 years ago
GDC Festival of Gaming
Adam Robinson-Yu's GDC 2020 talk on how he shelved a big project to prototype what became A Short Hike. He covers the solo development process and technical choices like a pixel shader over low-poly models.
Breaking the 1000ms Time to Glass Mobile Barrier45:49

Breaking the 1000ms Time to Glass Mobile Barrier

104K views • 13 years ago
InfoQ
Ilya Grigorik of Google's Make the Web Fast team explains how to build a mobile site that appears on screen within one second. He covers the network and rendering constraints on mobile.