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No strong matches for “rendering”. Here are the closest videos.
The Beauty of Bézier Curves24:26

The Beauty of Bézier Curves

2.2M views • 5 years ago
Freya Holmér
Freya Holmer explains how Bezier curves work, from the helper-line construction to their uses in animation, text rendering and shapes. It uses visuals from her Unity Shapes plugin and was a SoME1 contest winner.
Topic match · Computer graphics & rendering
Atari's Quadrascan Explained20:57

Atari's Quadrascan Explained

239K views • 5 years ago
Retro Game Mechanics Explained
Retro Game Mechanics Explained dissects how Atari's Quadrascan vector displays and vector generator hardware drew games like Asteroids and Tempest.
Topic match · Computer graphics & rendering
Surface-Stable Fractal Dithering Explained21:46

Surface-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.
Topic match · Computer graphics & rendering
Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing40:45

Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing

915K views • 5 years ago
Digital Foundry
Digital Foundry's Alex Battaglia analyzes Metro Exodus Enhanced Edition, the first AAA game built around ray tracing. It covers the new global illumination, emissive lighting, DLSS and performance on AMD and Nvidia hardware.
Topic match · Computer graphics & rendering
Brown; color is weird21:15

Brown; color is weird

5.3M views • 6 years ago
Technology Connections
Technology Connections explains why brown is not a spectral color but a context-dependent perception, essentially dark orange seen against brighter surroundings.
Topic match · Graphic design & typography
Walls, Floors, & Ceilings37:23

Walls, Floors, & Ceilings

385K views • 9 years ago
UncommentatedPannen
Pannenkoek explains how Super Mario 64 handles wall, floor and ceiling collisions, including triangles, normal vectors, quarter steps and out of bounds. It is a detailed 37-minute technical walkthrough of the game's physics.
Topic match · Game programming & engines
Finding the BEST sine function for Nintendo 6426:41

Finding the BEST sine function for Nintendo 64

418K views • 3 years ago
Kaze Emanuar
Kaze Emanuar searches for the best sine approximation for the Nintendo 64, comparing the lookup tables in Mario 64 and Ocarina of Time with polynomial alternatives. It walks through numerics and 3rd, 4th and 5th order approximations.
Topic match · Game programming & engines
The Weird World in RGB22:19

The Weird World in RGB

2.7M views • 7 years ago
Technology Connections
Technology Connections explains how RGB light and color work, from hue and saturation to color vision and how objects appear under different lighting. It uses a studio setup with colored lights to demonstrate the effects.
Topic match · Graphic design & typography
what did you do22:13

what 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.