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SYMBOLICS S-PACKAGES 3D GRAPHICS AND ANIMATION DEMO29:16

SYMBOLICS S-PACKAGES 3D GRAPHICS AND ANIMATION DEMO

14K views • 13 years ago
Red Martian
A demo of the Symbolics Graphics Division's S-Packages, a Lisp-based 3D color graphics and animation system from the 1980s. It was later used in developing for the Nintendo 64.
CGA Graphics - Not as bad as you thought!11:27

CGA Graphics - Not as bad as you thought!

2.4M views • 10 years ago
The 8-Bit Guy
The 8-Bit Guy covers IBM's 1981 CGA graphics system, including how composite output and artifacting produced extra colors beyond the nominal palette. He argues CGA looked better in period than it does on RGB monitors.
How "oldschool" graphics worked Part 1 - Commodore and Nintendo7:08

How "oldschool" graphics worked Part 1 - Commodore and Nintendo

5.7M views • 11 years ago
The 8-Bit Guy
The 8-Bit Guy explains the color limitations of 1980s computers and consoles such as the NES and Commodore 64. It shows how sprites, attributes and palettes shaped the look of old games.
SGI's $250,000 Graphics Supercomputer from 1993 - Silicon Graphics Onyx RealityEngine²21:53

SGI's $250,000 Graphics Supercomputer from 1993 - Silicon Graphics Onyx RealityEngine²

2.3M views • 8 years ago
Dodoid
Dodoid gives an in-depth look at an SGI Onyx RealityEngine2, a $250,000 graphics supercomputer from 1993, covering its history, a physical overview, a teardown and some demos and games.
8 Bit & '8 Bitish' Graphics-Outside the Box1:25:34

8 Bit & '8 Bitish' Graphics-Outside the Box

568K views • 9 years ago
GDC Festival of Gaming
Mark Ferrari, the LucasArts background artist, explains in a GDC 2016 talk how he draws 8-bit graphics. He covers color cycling and palette shifting to create complex animated scenery without frame animation.
The Power of Big Data and Psychographics | 2016 Concordia Annual Summit11:01

The Power of Big Data and Psychographics | 2016 Concordia Annual Summit

733K views • 10 years ago
Concordia
Alexander Nix of Cambridge Analytica presents at the 2016 Concordia Summit on using big data, psychographic profiling and behavioral microtargeting in elections.
SGI IRIS 2400 (1985)5:51

SGI IRIS 2400 (1985)

122K views • 16 years ago
VintageCG
A short demo reel of the 1985 Silicon Graphics IRIS 2400 workstation animating flat-shaded polygons on a 68010 CPU. It shows the early SGI graphics that preceded their later fame.
Topic match · Computer graphics & rendering
[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.
Topic match · Computer graphics & rendering
Making a heart with Maths10:14

Making a heart with Maths

112K views • 9 years ago
Inigo Quilez
Inigo Quilez shows step by step how to build a simple heart shape from mathematics and shaders, with code on Shadertoy. It is an introduction to procedural graphics and signed distance functions.
Topic match · Computer graphics & rendering
Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]7:43

Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]

4.4M views • 15 years ago
Axiom Holographics
Euclideon's 2011 technology preview of Unlimited Detail, a rendering approach claiming unlimited geometric detail in real time via point-cloud style data. The company promised more to come while keeping most work secret.
Topic match · Computer graphics & rendering
Siggraph2019 Geometric Algebra1:37:22

Siggraph2019 Geometric Algebra

87K views • 7 years ago
Bivector
A SIGGRAPH 2019 course on geometric algebra. Charles Gunn gives an intro, then Steven De Keninck gives a programmer-focused course with live examples in ganja.js.
Topic match · Computer graphics & rendering
Creating a Doom-style 3D engine in C18:50

Creating 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.
Topic match · Computer graphics & rendering
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.
Topic match · Computer graphics & rendering
Future Crew - Second Reality (1993) [60fps]16:19

Future Crew - Second Reality (1993) [60fps]

241K views • 11 years ago
DemosceneVids
A 60fps capture of Future Crew's 1993 MS-DOS demo Second Reality, one of the best-known pieces of the demoscene. It runs about 16 minutes of real-time graphics and music effects on PC hardware of the era.
Topic match · Computer graphics & rendering
Learn to Paint with Mathematics24:02

Learn to Paint with Mathematics

191K views • 12 years ago
Inigo Quilez
Inigo Quilez live-codes a painting using only mathematics in a shader, building it up step by step. The linked Shadertoy source shows the result.
Topic match · Computer graphics & rendering
Mars DOS demo by Tim Clarke (1993)1:27

Mars 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.
Topic match · Computer graphics & rendering
[Linux.conf.au 2013] - The real story behind Wayland and X45:35

[Linux.conf.au 2013] - The real story behind Wayland and X

35K views • 13 years ago
HackersOnBoard
A linux.conf.au 2013 talk by a Wayland developer who previously worked on X, telling the history of X and why Wayland was created. It covers X's hardware abstraction and architecture and why they became problematic for modern graphics.
Topic match · Computer graphics & rendering
Fairy Lights in Femtoseconds: Tangible Holographic Plasma (SIGGRAPH)3:20

Fairy Lights in Femtoseconds: Tangible Holographic Plasma (SIGGRAPH)

1.1M views • 11 years ago
Yoichi Ochiai
A SIGGRAPH demo from Yoichi Ochiai's group of aerial and volumetric graphics drawn by focused femtosecond lasers with computational holography. The plasma points can be touched.
Topic match · Computer graphics & rendering
elevated by Rgba & TBC | 4k intro (FullHD 1080p demoscene demo)3:36

elevated by Rgba & TBC | 4k intro (FullHD 1080p demoscene demo)

317K views • 15 years ago
Demoscene High-Quality Videos (Annikras)
Elevated by Rgba and TBC, the winner of the 4k intro compo at Breakpoint 2009. It is a realtime procedurally generated 3D flythrough with music, all in a 4096-byte executable.
Topic match · Computer graphics & rendering
The Real Story Behind Wayland and X - Daniel Stone (linux.conf.au 2013)45:35

The Real Story Behind Wayland and X - Daniel Stone (linux.conf.au 2013)

104K views • 13 years ago
Mladen Mijatov
Daniel Stone, a longtime X and Wayland developer, explains at linux.conf.au 2013 why X11's design became untenable and what motivated Wayland. The talk walks through X's history and accumulated cruft.
Topic match · Computer graphics & rendering
The real story behind Wayland and X45:35

The real story behind Wayland and X

46K views • 11 years ago
Linux.conf.au 2013 -- Canberra, Australia
X.Org developer Daniel Stone explains the history and technical limits of the X Window System and why Wayland was created, debunking myths from forum comments. He covers topics such as network transparency and blocking calls.
Topic match · Computer graphics & rendering
fr-08: .the .product by farbrausch | 64k intro (2000) (720p HQ demoscene demo)11:02

fr-08: .the .product by farbrausch | 64k intro (2000) (720p HQ demoscene demo)

197K views • 15 years ago
Demoscene High-Quality Videos (Annikras)
A recording of .the .product by Farbrausch, the first-place 64k intro at The Party 2000. It fits an 11-minute 3D demo with music into 64 kilobytes.
Topic match · Computer graphics & rendering
Disney's Practical Guide to Path Tracing9:32

Disney'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.
Topic match · Computer graphics & rendering
The Drive Home - ShaderToy2:01

The Drive Home - ShaderToy

11K views • 9 years ago
The Art of Code
A short ShaderToy piece by Martijn Steinrucken (The Art of Code) that renders rain on a windshield during a night drive, with blurred bokeh lights. It is set to music.
Topic match · Computer graphics & rendering
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.
Topic match · Computer graphics & rendering
2013 Sci-Tech Awards: Matt Pharr, Greg Humphreys and Pat Hanrahan3:51

2013 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.
Topic match · Computer graphics & rendering
Brigade 3.0 preview - Real-time path tracing2:13

Brigade 3.0 preview - Real-time path tracing

439K views • 12 years ago
icelaglace
A short preview of OTOY's Brigade 3.0 engine doing real-time path tracing, running on two GTX Titans.
Topic match · Computer graphics & rendering
Brigade 3 real-time path tracing6:52

Brigade 3 real-time path tracing

89K views • 13 years ago
Sam Lapere (Supergastrocnemius)
A demo of Brigade 3 real-time path tracing at 720p controlled with an Xbox controller. Depth of field, field of view, reflections and shadows can be altered live.
Topic match · Computer graphics & rendering
NVIDIA RTX Real-Time Ray Tracing Tech Demo From Remedy Entertainment1:46

NVIDIA RTX Real-Time Ray Tracing Tech Demo From Remedy Entertainment

497K views • 8 years ago
NVIDIA GeForce
A two-minute NVIDIA RTX tech demo built on Remedy's Northlight engine, showing real-time ray-traced lighting and shadows in a game scene. It was shown alongside the launch of RTX and DirectX Raytracing.
Topic match · Computer graphics & rendering
Hans Rosling: Global population growth, box by box10:16

Hans Rosling: Global population growth, box by box

1.9M views • 16 years ago
TED
Hans Rosling's TED@Cannes talk uses boxes and animated data graphics to show how world population will grow to about 9 billion. He argues that raising living standards for the poorest is what reduces population growth.
Topic match · Data visualization & information design
Ivan Sutherland Sketchpad Demo 196319:20

Ivan Sutherland Sketchpad Demo 1963

136K views • 14 years ago
Interface Studies
A TV show about Ivan Sutherland's 1963 MIT thesis software Sketchpad, which ran on the TX-2 computer. It shows a light pen drawing, constraints, snapping, scaling and object-style graphics, foundations of GUIs and CAD.
Topic match · Computer graphics & rendering
NVScene 2015 Session: How to Create Content with Signed Distance Functions (Johann Korndörfer)51:06

NVScene 2015 Session: How to Create Content with Signed Distance Functions (Johann Korndörfer)

35K views • 11 years ago
NVScene
Johann Korndorfer's NVScene 2015 talk on building content with signed distance functions. It focuses on patterns that make SDF modelling more structured, arguing that SDFs capture a shape's essence like vector graphics do compared with polygons or voxels.
Topic match · Computer graphics & rendering
Marble Marcher - A Fractal Physics Game3:58

Marble 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.
Topic match · Computer graphics & rendering
ShaderToy LiveCoding - The Drive Home - 1. Basic Setup15:39

ShaderToy LiveCoding - The Drive Home - 1. Basic Setup

28K views • 9 years ago
The Art of Code
The first part of a ShaderToy live-coding series that lays the groundwork for The Drive Home, a rainy night-traffic shader. It covers basic setup and builds toward rain and bokeh effects.
Topic match · Computer graphics & rendering
Face2Face: Real-time Face Capture and Reenactment of RGB Videos (CVPR 2016 Oral)6:36

Face2Face: Real-time Face Capture and Reenactment of RGB Videos (CVPR 2016 Oral)

5M views • 10 years ago
Matthias Niessner
The CVPR 2016 oral demo of Face2Face, a system that captures a person's face and reenacts another video's face in real time using only RGB video. The authors frame it as research on modern vision and graphics.
Topic match · Computer graphics & rendering
Overpopulation – The Human Explosion Explained6:40

Overpopulation – The Human Explosion Explained

14M views • 9 years ago
Kurzgesagt – In a Nutshell
A Kurzgesagt explainer on why the human population exploded and why growth is slowing, drawing on Our World in Data. It argues that birth rates fall as countries develop, easing overpopulation fears.
Topic match · Social issues & culture
Religions and babies | Hans Rosling13:21

Religions and babies | Hans Rosling

1.7M views • 14 years ago
TED
Hans Rosling's TEDxSummit talk asks whether some religions have higher birth rates and how that affects population growth. He charts data across time and religions and reaches a surprising conclusion about fertility.
Topic match · Social issues & culture
Why the world population won’t exceed 11 billion | Hans Rosling | TGS.ORG16:37

Why the world population won’t exceed 11 billion | Hans Rosling | TGS.ORG

2M views • 10 years ago
THINK Global School
Hans Rosling uses population statistics to explain why the world population will level off rather than grow without limit. He shows that falling child mortality and rising prosperity lead to smaller families.
Topic match · Data visualization & information design
Classic Game Postmortem - Another World1:05:45

Classic Game Postmortem - Another World

25K views • 7 years ago
GDC Festival of Gaming
Eric Chahi's GDC 2011 postmortem of Another World (Out of This World), describing how he built the game. He shows his polygon art approach, rotoscoping and animation tools.
Topic match · Animation & visual effects
EPC2018 | Wave Function Collapse in Bad North | Oskar Stalberg37:41

EPC2018 | Wave Function Collapse in Bad North | Oskar Stalberg

176K views • 8 years ago
BUas Games
Oskar Stalberg explains how Wave Function Collapse assembles island dioramas from handcrafted tilesets in Bad North. He covers the theory, implementation, tooling, and how he blends art and technology.
Topic match · Computer graphics & rendering