mesh shaders
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.
25:32Timeshares: Last Week Tonight with John Oliver (HBO)
8.4M views • 3 years ago
LastWeekTonight
John Oliver's Last Week Tonight segment on timeshares covers how people get sold into them, why they are so hard to leave, and the exit-company scams that target owners trying to get out.
36:10CppCon 2019: Emery Berger “Mesh: Automatically Compacting Your C++ Application's Memory”
15K views • 7 years ago
CppCon
Emery Berger's CppCon 2019 talk introducing Mesh, a drop-in malloc replacement that compacts memory in unmodified C and C++ programs. It tackles fragmentation by merging pages without changing pointers.
3:53:11Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]
1.9M views • 5 years ago
Freya Holmér
The first part of Freya Holmer's three-part, nearly four-hour lecture on shader coding for game devs in Unity. It covers what shaders are, vertex and fragment shaders, interpolators, data types, blending and textures.
3:56The Epic Of Gilgamesh In Sumerian
15.2M views • 12 years ago
Peter Pringle
Peter Pringle sings the opening of the Epic of Gilgamesh in Sumerian, accompanied by a reconstructed ancient instrument. The description gives background on Sumer, cuneiform and how little is known about the language's pronunciation.
17:54Coding Adventure: Ant and Slime Simulations
2.2M views • 5 years ago
Sebastian Lague
Sebastian Lague explores an ant-inspired algorithm and simulates ant and slime mold behavior, using compute shaders. Source code for both simulations is available.
44:38Joe Armstrong & Jeremy Ruston - Intertwingling the Tiddlywiki with Erlang | Code Mesh LDN 18
11K views • 7 years ago
Code Sync
Joe Armstrong, creator of Erlang, and Jeremy Ruston, creator of TiddlyWiki, discuss hypertext, Ted Nelson's idea of intertwingled knowledge, and a way to combine TiddlyWiki with Erlang. It is a Code Mesh LDN 2018 talk.
11:02Imaging at a trillion frames per second | Ramesh Raskar
3.2M views • 14 years ago
TED
Ramesh Raskar presents femto-photography, a technique that captures a trillion frames per second, fast enough to show light itself moving through a scene. He discusses possible uses such as cameras that see around corners or inside the body.
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.
43:23Edwin Brady - Idris 2: Type-driven development of Idris | Code Mesh LDN 18
20K views • 7 years ago
Code Sync
Edwin Brady presents Idris 2, a rewrite of the Idris dependently typed language, and shows type-driven development in practice. The demos show the compiler filling in whole functions from their types.
22:13what did you do
1.5M views • 11 months ago
Noodle
Noodle explores how retro pixel art was designed for CRT displays and why games look different on LCDs, with input from pixel artists and CRT researchers.
40:18"Compacting the Uncompactable" by Bobby Powers
29K views • 7 years ago
Strange Loop Conference
Bobby Powers presents Mesh, a drop-in malloc replacement that eliminates memory fragmentation in unmodified C/C++ programs by compacting memory. The talk covers how it works despite C's fixed object addresses, and its benefits for programs like Redis.
10:14Making 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.
1:15Sonic behind waterfall - RetroArch shader comparison
30K views • 9 years ago
PenguinWeirdness
A one-minute demo comparing RetroArch shaders on the Sonic the Hedgehog waterfall, where Sega Genesis dithering creates a transparency effect. It shows how different shaders emulate the CRT look.
24:46Painting a Character with Maths
458K views • 5 years ago
Inigo Quilez
Inigo Quilez live-codes a cartoon character painting entirely from math, using signed distance fields in a Shadertoy shader. He explains each step of building the image from formulas.
42:00I painted a Landscape with Mathematics
812K views • 4 years ago
Inigo Quilez
Inigo Quilez live-paints a mountain landscape using only math in a shader, building up from a basic polynomial noise surface through fractal terrain, lighting and atmosphere. The code runs in real time on Shadertoy so viewers can edit it as they follow along.
3:35Intrinsic Gravity by Still
224K views • 11 years ago
TiXL
Intrinsic Gravity is a real-time demoscene production by Still, made with the Tooll tool for Under Construction 2014. It is a black-and-white op-art animation with a soundtrack by hoffman.
21:46Surface-Stable Fractal Dithering Explained
646K views • 1 year ago
runevision
Rune Skovbo Johansen explains Surface-Stable Fractal Dithering, a technique he invented and released as open source. It makes dithering stick to 3D surfaces and covers the experiments and shortcomings along the way, inspired by Return of the Obra Dinn.
51:06NVScene 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.
5:43:06LIVE Coding "Happy Jumping"
106K views • 7 years ago
Inigo Quilez
Inigo Quilez live-codes the "Happy Jumping" animated scene in a Shadertoy GLSL shader over about six hours. He builds the raymarched character step by step, explaining the math and procedural techniques, with checkpoints linked for each stage.
20:41Cuba's Underground Gaming Network
1.5M views • 8 years ago
Cloth Map
Cloth Map documents Havana's SNET, a community-built private network that Cubans created because internet prices were high. It is used for gaming and sharing.
1:46Silicon Valley - "It's Apple Maps bad"
214K views • 11 years ago
Damesh Kwanti
A short clip from HBO's Silicon Valley in which a focus group savages a product by calling it as bad as Apple Maps. It satirizes tech product launches.
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.
1:16:55Joe Armstrong & Alan Kay - Joe Armstrong interviews Alan Kay
76K views • 9 years ago
Erlang Solutions
Joe Armstrong, creator of Erlang, interviews Alan Kay at Code Mesh. They discuss the meaning of object orientation, message passing, the META II paper, and the state of computer science.
48:36The Charming Genius of the Apollo Guidance Computer - Brian Troutwine
170K views • 11 years ago
Erlang Solutions
Brian Troutwine's Code Mesh 2015 talk on the Apollo Guidance Computer. It covers the AGC's design, core rope memory, its interrupt and software behavior, and the pioneering engineering effort behind it.
1:43:10Brian Kernighan: UNIX, C, AWK, AMPL, and Go Programming | Lex Fridman Podcast #109
766K views • 6 years ago
Lex Fridman
Lex Fridman interviews Brian Kernighan, co-author of The C Programming Language and co-creator of AWK and AMPL. They discuss Unix, C, Go and his memoir on the history of Unix.