pixel shader
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.
2:01The 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.
15:39ShaderToy 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.
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.
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.
17:04These Are Not Pixels: Revisited
611K views • 8 years ago
Technology Connections
Technology Connections follows up on his analog TV video to clear up the debate over whether CRT phosphor dots are pixels. He explains the shadow mask, color triads and how they relate to the scanned picture.
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.
24:02Learn 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.
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.
31:07Crafting 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.
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.
4:411.8 gigapixel ARGUS-IS. World's highest resolution video surveillance platform by DARPA
1.7M views • 13 years ago
FreakyVidsDaily
A short clip about DARPA's ARGUS-IS, a 1.8 gigapixel wide-area camera array flown on a Boeing unmanned helicopter. It produces a huge mosaic video that can watch a city-sized area from 20,000 feet.
1:25:348 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.
3:58This game DISAPPEARS if you pause it!
687K views • 1 year ago
Branta Games
A game-dev video demonstrating a noise shader in Godot where shapes are visible only in motion against animated noise and vanish when the game is paused or screenshotted. The demo is available on GitHub.
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.
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.
1:30Life in life
4.1M views • 14 years ago
Phillip Bradbury
A two-minute video of Conway's Game of Life running inside Conway's Game of Life, built from OTCA metapixels and Golly. It zooms smoothly between scales.
15:09Mouse Cursor History (and why I made my own)
3M views • 8 years ago
Posy
Posy gives a short history of the computer mouse cursor, from early straight pointers to the tilted arrow, comparing Apple and Windows designs. He then explains why he designed his own cursor set and offers it as a free download.
41:07KEYNOTE / Robert Erdmann
24K views • 5 years ago
PyCon US
Robert Erdmann, a materials scientist at the Rijksmuseum, gives a PyCon keynote on the ultra-high-resolution imaging of Rembrandt's Night Watch. He covers the automated gantry camera system, the Python software that drives it, and the large volumes of image data involved.
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.
4:32Reddit Place (/r/place) - FULL 72h (90fps) TIMELAPSE
5.5M views • 9 years ago
Gurkengewuerz
A 72-hour timelapse of Reddit's 2017 April Fools' experiment r/place, a collaborative pixel canvas where each user could place one pixel every few minutes. The frames come from an image archive and the Reddit API.
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.
9:58Microsoft Surface Demo @ CES 2008
2.9M views • 18 years ago
BotJunkie
A 2008 CES demo of the original Microsoft Surface, a smart table with multi-touch interaction. It shows touch manipulation of photos and objects on a tabletop display.
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.
31:00Exploring 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.
1:15:21Marc Levoy - Lectures on Digital Photography - Lecture 1 (21mar16).mp4
512K views • 10 years ago
Marc Levoy
The first lecture in an 18-part series on digital photography from Marc Levoy's Stanford CS 178 course, recorded at Google in 2016. The series covers how digital cameras work and computational photography, with slides and assignments available on the course site.
11:10I could hardly believe my eyes! - Looking Glass Holographic Monitor
1.8M views • 6 years ago
Linus Tech Tips
Linus Tech Tips reviews the Looking Glass 8K holographic display, a glasses-free 3D monitor. The video shows the display in action and explains how it works.
9:01Super Mario World -- Credits Warp in 5:59.6 (First Time Ever on Console)
4.3M views • 11 years ago
SethBling
SethBling performs the first credits warp in Super Mario World on a real SNES console, a glitch that plays the ending without beating Bowser. The run relies on pixel-perfect positioning and tools such as a helper ROM hack.
11:39How a TV Works in Slow Motion - The Slow Mo Guys
45.7M views • 8 years ago
The Slow Mo Guys
The Slow Mo Guys film a TV and screens with a high-speed camera to show how displays build an image. The footage includes CRT-style scanning and how pixels light up over time.
3:57Welcome to Project Soli
5.6M views • 11 years ago
Google ATAP
Google ATAP's 2015 introduction to Project Soli, a radar-based sensor on a chip that tracks sub-millimeter hand motions for gesture interaction in small devices.
27:56What VR Could, Should, and Almost Certainly Will Be within Two Years (Steam Dev Days 2014)
128K views • 12 years ago
Steamworks Development
Michael Abrash of Valve explains what affordable VR hardware will be capable of within a couple of years, and describes a prototype showing what that level of hardware can do.
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.
9:03Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5
19.2M views • 6 years ago
Unreal Engine
Epic Games' reveal of Unreal Engine 5, a real-time demo running on PlayStation 5. It showcases Nanite virtualized micropolygon geometry and Lumen global illumination.