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Is the Universe a Simulation? | 2016 Isaac Asimov Memorial Debate2:00:59

Is the Universe a Simulation? | 2016 Isaac Asimov Memorial Debate

5.9M views • 10 years ago
American Museum of Natural History
The 2016 Isaac Asimov Memorial Debate, moderated by Neil deGrasse Tyson, in which a panel of physicists and philosophers debates whether the universe is a simulation. Participants include David Chalmers, Zohreh Davoudi and James Gates.
GPUs to Mars: Full-Scale Simulation of SpaceX's Mars Rocket Engine46:37

GPUs 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.
Jailbreaking the Simulation with George Hotz | SXSW 201955:59

Jailbreaking the Simulation with George Hotz | SXSW 2019

573K views • 7 years ago
SXSW
George Hotz gives a SXSW 2019 talk on the idea that we live in a simulation and asks what actions would be available from inside it. He takes a hacker's view of whether it could be escaped.
Dennis Gustafsson – Parallelizing the physics solver – BSC 20251:07:09

Dennis Gustafsson – Parallelizing the physics solver – BSC 2025

77K views • 1 year ago
Better Software Conference
Dennis Gustafsson, creator of Teardown, presents how he parallelized the physics solver for an upcoming game, followed by a Q&A. The talk was given at the Better Software Conference 2025.
Exploring the Tech and Design of Noita31:00

Exploring the Tech and Design of Noita

288K views • 6 years ago
GDC Festival of Gaming
In this 2019 GDC session, Petri Purho of Nolla Games explains the technical side of Noita's physics engine, including scaling a falling-sand simulation to large continuous worlds and adding destructible rigid bodies. It also shows how the emergent physics drives the gameplay.
Social Physics: How Good Ideas Spread | Sandy Pentland | Talks at Google54:47

Social Physics: How Good Ideas Spread | Sandy Pentland | Talks at Google

53K views • 12 years ago
Talks at Google
Sandy Pentland of MIT presents his book on social physics, which uses big-data studies of how people interact to explain how ideas spread. He describes findings on collective intelligence and social influence.
Connections between physics and deep learning51:46

Connections between physics and deep learning

67K views • 10 years ago
MITCBMM
Max Tegmark's MIT CBMM talk on why deep learning works so well. He argues that the laws of physics and the symmetries in physical data make it compressible into small neural networks, tying physics to network structure.
"Testing Distributed Systems w/ Deterministic Simulation" by Will Wilson40:20

"Testing Distributed Systems w/ Deterministic Simulation" by Will Wilson

55K views • 12 years ago
Strange Loop Conference
Will Wilson of FoundationDB explains how the team tested their distributed database using deterministic simulation. By running the whole system in a simulator with injected faults and reproducible seeds, they could find rare concurrency and network bugs.
David Deutsch on Physics Without Probability1:06:21

David Deutsch on Physics Without Probability

38K views • 11 years ago
Simon Benjamin
A 2015 talk by David Deutsch with slides and audio about constructor theory and how physics, in particular the many-worlds interpretation, can be framed without probability.
Autonomous Testing and the Future of Software Development - Will Wilson32:02

Autonomous Testing and the Future of Software Development - Will Wilson

7K views • 7 years ago
The Linux Foundation
Will Wilson explains autonomous testing: using deterministic simulation and fuzzing, building on FoundationDB's approach, to test software continuously. It sets out the ideas behind his later company Antithesis.
Jake Vanderplas - Statistics for Hackers - PyCon 2016.mp440:45

Jake Vanderplas - Statistics for Hackers - PyCon 2016.mp4

93K views • 10 years ago
PyCon 2016
Jake Vanderplas's PyCon 2016 talk shows how sampling-based methods such as simulation, shuffling and bootstrapping make statistics intuitive. His pitch is that if you can write a for-loop, you can do statistics.
BTD10: The 835kph Sailplane and Dynamic Soaring56:00

BTD10: The 835kph Sailplane and Dynamic Soaring

216K views • 9 years ago
TNG Technology Consulting GmbH
Spencer Lisenby explains dynamic soaring, a technique that lets unpowered radio-controlled gliders reach speeds above 835 kph. He covers the physics and the design, build and flying challenges.
TigerStyle! (Or How To Design Safer Systems in Less Time) by Joran Dirk Greef1:01:59

TigerStyle! (Or How To Design Safer Systems in Less Time) by Joran Dirk Greef

87K views • 3 years ago
TigerBeetle
Joran Dirk Greef's Systems Distributed '23 talk on TigerStyle, the engineering methodology behind TigerBeetle. It covers designing safer systems in less time through up-front design, assertions, and deterministic simulation.
The mathematics of weight loss | Ruben Meerman | TEDxQUT (edited version)21:26

The mathematics of weight loss | Ruben Meerman | TEDxQUT (edited version)

12.6M views • 13 years ago
TEDx Talks
Ruben Meerman presents a TEDx talk on the stoichiometry of weight loss, showing with lab demonstrations where fat goes when it is lost. He argues that most of it is exhaled as carbon dioxide.
Doug McLean | Common Misconceptions in Aerodynamics48:26

Doug McLean | Common Misconceptions in Aerodynamics

856K views • 13 years ago
Michigan Engineering
Retired Boeing Technical Fellow Doug McLean walks through common misconceptions in aerodynamics, drawing on his book Understanding Aerodynamics. He critiques popular explanations of wing lift and rocket thrust and argues for arguing from the real physics.
Do we see reality as it is? | Donald Hoffman | TED21:51

Do we see reality as it is? | Donald Hoffman | TED

3.1M views • 11 years ago
TED
Cognitive scientist Donald Hoffman argues in this TED talk that evolution shaped perception to track fitness rather than truth. He uses evolutionary simulations and the Australian jewel beetle as examples.
RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods1:00:52

RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods

285K views • 7 years ago
GDC Festival of Gaming
RimWorld creator Tynan Sylvester explains at GDC 2017 how Ludeon framed the game as a story generator rather than a game. He covers the design methods that came out of that frame.
Physics in Clojure - Colin Smith40:19

Physics in Clojure - Colin Smith

13K views • 9 years ago
ClojureTV
Colin Smith introduces Structure and Interpretation of Classical Mechanics and his Clojure port, sicmutils. He shows how higher-order functions and a symbolic algebra system can represent Lagrangian mechanics.
Nima Arkani-Hamed: The End of Space-Time49:43

Nima Arkani-Hamed: The End of Space-Time

254K views • 4 years ago
Max-Planck-Institut für Physik
Theoretical physicist Nima Arkani-Hamed gives a public talk on why spacetime may not be fundamental and what might replace it, including newer approaches to scattering amplitudes.
Polyworld: Using Evolution to Design Artificial Intelligence1:06:40

Polyworld: Using Evolution to Design Artificial Intelligence

220K views • 18 years ago
Google TechTalks
A 2007 Google Tech Talk introducing Polyworld, an artificial life simulator used to evolve artificial intelligence by designing worlds rather than minds. It presents results from ongoing attempts to evolve intelligent behavior.
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
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.
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
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.
Topic match · Computer graphics & rendering
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
[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
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
Halide Talk25:52

Halide Talk

53K views • 12 years ago
Andrew Adams
Andrew Adams, a Halide developer, presents the Halide language for image processing and tensor computation. The talk explains the separation of algorithm from schedule with illustrated examples of parallelism, locality and redundancy tradeoffs.
Topic match · Computer graphics & rendering
Procedurally Crafting Manhattan for Marvel's Spider-Man1:07:26

Procedurally Crafting Manhattan for Marvel's Spider-Man

89K views • 7 years ago
GDC Festival of Gaming
GDC 2019 session where Insomniac's David Santiago describes the procedural systems used to build Manhattan for Marvel's Spider-Man. It covers the open-world pipeline and how each system was designed to support iteration and dependencies.
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
Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht1:06:05

Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht

99K views • 8 years ago
Houdini
Ubisoft procedural technical artist Etienne Carrier explains the Houdini-based tools used to build Far Cry 5's roughly 100 square km open world. It covers generating biomes, texturing terrain, freshwater networks, cliff rocks and vegetation placement.
Topic match · Computer graphics & rendering
50TH ANNIVERSARY OF THE COMPUTER SCIENCE DEPARTMENT AT THE UNIVERSITY OF UTAH6:55:03

50TH ANNIVERSARY OF THE COMPUTER SCIENCE DEPARTMENT AT THE UNIVERSITY OF UTAH

4K views • 3 years ago
University of Utah
A full-day recording of the University of Utah computer science department's 50th anniversary event with panels, keynotes and talks by alumni and pioneers. It includes Ivan Sutherland's presentation on single flux quantum electronics.
Topic match · Computer graphics & rendering
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.
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
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
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.
Topic match · Computer graphics & rendering
CppCon 2019: Matt Godbolt “Path Tracing Three Ways: A Study of C++ Style”55:42

CppCon 2019: Matt Godbolt “Path Tracing Three Ways: A Study of C++ Style”

77K views • 7 years ago
CppCon
Matt Godbolt builds a toy path tracer in C++ in three different styles and compares them on clarity, testability, compile time and run-time performance. The talk was given at CppCon 2019.
Topic match · Computer graphics & rendering
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.
Topic match · Computer graphics & rendering
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.
Topic match · Computer graphics & rendering
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.
Topic match · Computer graphics & rendering