gpu-driven rendering
43:13Erik 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.
59:20Rendering 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.
1:10:00A 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.
27:10IRDC US 2015 - Brian Bucklew, Data-Driven Engines of Qud and Sproggiwood
39K views • 11 years ago
Logo “ND” Surströmming
Brian Bucklew of Freehold Games discusses design decisions behind Caves of Qud and Sproggiwood at IRDC 2015. The talk centers on data-driven, event-driven engine design.
46:37GPUs to Mars: Full-Scale Simulation of SpaceX's Mars Rocket Engine
126K views • 11 years ago
insideHPC Report
SpaceX engineers present at NVIDIA's GPU Technology Conference on a multi-physics code that simulates the full-scale Raptor methane engine. It covers GPU-based turbulent combustion modeling with adaptive grids and wavelet compression.
50:06The Many Meanings of Event-Driven Architecture • Martin Fowler • GOTO 2017
677K views • 9 years ago
GOTO Conferences
Martin Fowler's GOTO Chicago 2017 talk on the different things people mean by event-driven architecture. He identifies four patterns, including event notification and event-carried state transfer.
41:18"Voice Driven Development: Who needs a keyboard anyway?" by Emily Shea
35K views • 7 years ago
Strange Loop Conference
Emily Shea explains how repetitive strain injury pushed her to program by voice using speech recognition (Talon), and gives a live coding demo. She argues voice-driven development can be pain-free, efficient and enjoyable.
40:39Edwin Brady - Idris 2 - Type-driven Development of Idris
19K views • 7 years ago
Curry On!
Edwin Brady, creator of Idris, presents Idris 2 and demonstrates type-driven development, where the compiler assists by filling holes and suggesting implementations from types.
46:36Type-Driven Development in Idris — Edwin Brady
26K views • 11 years ago
Scala World
Edwin Brady, creator of Idris, introduces type-driven development in a dependently typed language. He shows types being written first and programs derived with interactive editing, then extends beyond simple examples to programs that interact with users and networks.
18:50Creating a Doom-style 3D engine in C
991K views • 11 years ago
Bisqwit
Bisqwit builds a Doom or Duke Nukem 3D style software-rendered 3D engine in C from scratch, supporting non-Euclidean geometry. It covers vector rotation and portal rendering with sped-up, tool-assisted coding.
50:49Domain Modeling Made Functional - Scott Wlaschin - KanDDDinsky 2019
74K views • 6 years ago
KanDDDinsky
Scott Wlaschin shows how statically typed functional languages, using F# examples, can model a business domain so that invalid states cannot be represented. The type system acts almost like an instant unit test at compile time.
55:20Makepad: 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.
1:06:37Destiny'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.
48:04Greg Young — A Decade of DDD, CQRS, Event Sourcing
190K views • 10 years ago
Domain-Driven Design Europe
Greg Young, who coined CQRS, looks back on a decade of domain-driven design, CQRS and event sourcing at DDD Europe 2016. He discusses where event sourcing applies and how simple its core can be.
30:46Alex 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.
3:58Marble Marcher - A Fractal Physics Game
1.7M views • 7 years ago
CodeParade
A demo of Marble Marcher, a game using a fractal physics engine and fully procedural ray-marched rendering. The player rolls a marble through shifting fractal levels.
39:40"Type-Driven Program Synthesis" by Nadia Polikarpova
15K views • 8 years ago
Strange Loop Conference
Nadia Polikarpova's Strange Loop talk on program synthesis driven by refinement types, as in Synquid. It shows how rich type specifications can be turned into verified, executable code.
1:18:42Web Development in Emacs, Common Lisp and Clojurescript - Emacs SG
14K views • 10 years ago
Engineers.SG
Elias Martenson presents his Emacs-based workflow for building a web application (the Potato chat platform) with Common Lisp on the backend and ClojureScript on the frontend. He demonstrates SLIME, Paredit, CIDER and debugger-driven interactive development. The talk is 79 minutes and was given at Emacs SG.
3:512013 Sci-Tech Awards: Matt Pharr, Greg Humphreys and Pat Hanrahan
24K views • 12 years ago
Oscars
The Academy's 2014 Sci-Tech Awards segment honoring Matt Pharr, Greg Humphreys and Pat Hanrahan for their physically based rendering work and book. The authors give a short acceptance speech that thanks Donald Knuth for literate programming.
1:05:39The One-Decade Task: Putting std::atomic in CUDA. - Olivier Giroux - CppCon 2019
11K views • 7 years ago
CppCon
Olivier Giroux's CppCon 2019 talk recounts the roughly ten-year effort to bring std::atomic and the C++ memory model to CUDA GPUs, through ten stories from that work.
1:02:26Solving Problems the Clojure Way - Rafal Dittwald
87K views • 7 years ago
Clojure/north
Rafal Dittwald's Clojure/north talk shows how to move from writing Java-style code in Clojure to thinking in data-driven, functional terms. He walks through a JavaScript example, refactoring imperative code step by step into a functional core.
39:49Hammock Driven Development - Rich Hickey
333K views • 13 years ago
ClojureTV
Rich Hickey's philosophical talk from the first Clojure Conj in 2010. He argues that good design comes from deliberate, away-from-keyboard thinking, and describes how to feed the background mind so it solves problems.
1:06:34Introduction to Node.js with Ryan Dahl
758K views • 15 years ago
InfoQ
Ryan Dahl, the creator of Node.js, introduces the event-driven I/O framework built on V8 with examples, and discusses the v0.4.0 release and its new APIs.
30:55[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.
35:41clojure.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.
36:18"Data Driven UIs, Incrementally" by Yaron Minsky
20K views • 8 years ago
Strange Loop Conference
Yaron Minsky of Jane Street shows how the OCaml Incremental library lets trading UIs express data transformations that are easy to read and efficient on streaming data. It includes a live table demo.
32:44Clojure in a nutshell by James Trunk
104K views • 5 years ago
Func Prog Sweden
James Trunk introduces Clojure syntax and thinking, covering its core data structures, immutability, the thread-last macro and live data analysis in the REPL.
9:32Disney's Practical Guide to Path Tracing
914K views • 10 years ago
Walt Disney Animation Studios
Walt Disney Animation Studios' short introduction to path tracing, showing how rays are traced and bounced through a virtual scene to simulate light. It explains how this approach is used in animated films.
1:27Mars DOS demo by Tim Clarke (1993)
28K views • 13 years ago
Sean Barrett
A one-minute capture of Tim Clarke's 1993 'Mars' DOS demo, a roughly 5 KB program that renders a navigable terrain landscape in real time.
58:59GuiltyGearXrd'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.
30:26Is TDD dead?
192K views • 12 years ago
Thoughtworks
A Thoughtworks conversation among Martin Fowler, Kent Beck and David Heinemeier Hansson on whether TDD is dead. They discuss the tradeoffs of test-driven development, mocking and where TDD helps or hurts design.
34:29The History of 3D Graphics on the Gameboy Advance | minimme
667K views • 6 years ago
minimme
minimme traces the timeline of 3D graphics engines on the Game Boy Advance, from early experiments to commercial 3D games, covering techniques such as voxel rendering. It is a history and showcase of what developers coaxed out of the limited hardware.
20:59Jim Coplien and Bob Martin Debate TDD
163K views • 14 years ago
alexsmail
Jim Coplien and Bob Martin debate test-driven development and unit testing in an InfoQ video that grew out of a JAOO 2007 dispute. They also touch on design and architecture.
16:48Yesterday's Computer of Tomorrow: The Xerox Alto │Smalltalk-76 Demo
38K views • 8 years ago
Computer History Museum
A Computer History Museum demonstration with Dan Ingalls of Smalltalk-76 running on a Xerox Alto, recorded in 2017. He shows the live environment and discusses the system.
18:18I Tried Turning Games Into Text
571K views • 2 years ago
Acerola
Acerola explores building a shader that turns games into ASCII art, walking through techniques such as brightness mapping and edge detection to see whether it looks good.
9:41How many PCIe Extensions is TOO MANY??
2.8M views • 9 years ago
Linus Tech Tips
Linus Tech Tips tests whether chaining many PCIe riser extensions causes loss of GPU performance. They keep adding extensions to see how far the signal will go.
12:36Why PlayStation 1 Graphics Warped and Wobbled so much | MVG
2.3M views • 6 years ago
Modern Vintage Gamer
Modern Vintage Gamer explains why PlayStation 1 graphics warped and jittered, comparing it with the Nintendo 64. The causes are affine texture mapping and the lack of sub-pixel vertex precision.
5:25Make Your Renders Unnecessarily Complicated
1.2M views • 3 years ago
sirrandalot
A video showing a virtual camera built in Blender that simulates lenses and film layers using path tracing, to make physically modeled photographs.
25:06"Making Impossible States Impossible" by Richard Feldman
63K views • 10 years ago
elm-conf
Richard Feldman's elm-conf talk on designing models so that bugs from impossible application states cannot occur, using Elm's compiler and types. It demonstrates techniques for making invalid states unrepresentable.
1:03:55🚀 TDD, Where Did It All Go Wrong (Ian Cooper)
619K views • 8 years ago
DevTernity Conference
Ian Cooper's DevTernity talk revisits Kent Beck's original TDD ideas and shows where misunderstandings crept in. It argues tests should target behaviors through public interfaces rather than implementation details, so suites support refactoring instead of resisting it.