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Why Are 96,000,000 Black Balls on This Reservoir?12:07

Why Are 96,000,000 Black Balls on This Reservoir?

112.9M views • 7 years ago
Veritasium
Veritasium rides a boat across the Los Angeles reservoir covered in 96 million black plastic balls. He explains why they were really introduced, which was not primarily to reduce evaporation.
Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]3:53:11

Shader 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.
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.
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.
Space Shades: Humanity's Last Hope | Answers With Joe28:46

Space Shades: Humanity's Last Hope | Answers With Joe

1.1M views • 6 years ago
Joe Scott
Joe Scott takes a serious look at space sunshades as a climate fix, asking how big they would need to be, what they would cost and whether they would work. He draws on Roger Angel's paper and launch options.
Sonic behind waterfall - RetroArch shader comparison1:15

Sonic 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.
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.
golden balls. the weirdest split or steal ever!6:25

golden balls. the weirdest split or steal ever!

15.1M views • 14 years ago
spinout3
A Golden Balls episode in which one contestant announces he will steal, leading to an unexpected outcome in the split-or-steal prisoner's dilemma.
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.
LIVE Coding "Happy Jumping"5:43:06

LIVE 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.
Are Black Holes Actually Fuzzballs?16:29

Are Black Holes Actually Fuzzballs?

1.3M views • 4 years ago
PBS Space Time
A PBS Space Time episode on fuzzballs, the string-theory proposal for black holes that replaces the singularity with a tangle of strings. It explains why black holes seem to both have to exist and break known physics.
Spaceballs - State of the Art - Amiga Demo (HD 50fps)4:13

Spaceballs - State of the Art - Amiga Demo (HD 50fps)

264K views • 12 years ago
RetroDemoScene
A recapture in 50fps HD of Spaceballs' 'State of the Art', an Amiga demo released at The Party 1992. It showcases the Amiga's real-time animation, graphics and music in a few minutes.
I Tried Turning Games Into Text18:18

I 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.
Spaceballs - 9 Fingers - Amiga Demo (HD 50fps)3:03

Spaceballs - 9 Fingers - Amiga Demo (HD 50fps)

83K views • 12 years ago
RetroDemoScene
Spaceballs' 9 Fingers, an Amiga demoscene demo released at The Party in 1993, recaptured here in 50fps HD. It is the follow-up to their demo State of the Art.
This game DISAPPEARS if you pause it!3:58

This 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.
Coding Adventure: Ant and Slime Simulations17:54

Coding 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.
Painting a Character with Maths24:46

Painting 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.
I painted a Landscape with Mathematics42:00

I 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.
Immigration, World Poverty and Gumballs6:08

Immigration, World Poverty and Gumballs

6.8M views • 16 years ago
NumbersUSA
Roy Beck's short gumball presentation using World Bank and Census data to argue that letting people immigrate to the US cannot solve world poverty because the numbers are so large. It is made by NumbersUSA, an immigration-restriction advocacy group.
Math Encounters -- Five Balls, Two Hands: The Patterns of Juggling -- Colin Wright (Presentation)1:11:48

Math Encounters -- Five Balls, Two Hands: The Patterns of Juggling -- Colin Wright (Presentation)

33K views • 14 years ago
National Museum of Mathematics
Mathematician Colin Wright demonstrates juggling and explains the mathematics of juggling patterns, including notation that led to new throwing patterns. It is a public presentation at the Museum of Mathematics aimed at a general audience.
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.
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.
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.
DYSON ANIMAL BALLS | It blows!24:29

DYSON ANIMAL BALLS | It blows!

1.2M views • 8 years ago
AvE
AvE tears down a broken Dyson Animal vacuum and its expensive replacement, criticizing the molded plastic, flimsy switches and overall engineering, with his usual profane commentary.
Intrinsic Gravity by Still3:35

Intrinsic 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.
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.
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.
The Origins of Russian Authoritarianism21:09

The Origins of Russian Authoritarianism

1.9M views • 5 years ago
Kraut
Kraut traces centuries of political development, from Mongol rule and the Orthodox church to Muscovite autocracy, that shaped Russia's authoritarian state. It uses countryball animation and compares Russia with Europe and China.
Rails Conf 2012 Keynote: Simplicity Matters by Rich Hickey36:53

Rails Conf 2012 Keynote: Simplicity Matters by Rich Hickey

220K views • 14 years ago
Confreaks
Rich Hickey's keynote at RailsConf 2012, a close sibling of his 'Simple Made Easy' talk. He distinguishes simple (not intertwined) from easy (familiar), and argues that software complexity comes from complecting things, with Rails-specific examples including large gem collections.
How does a Bowling Pinsetter Machine work? (Brunswick GS-X)14:08

How does a Bowling Pinsetter Machine work? (Brunswick GS-X)

7M views • 5 years ago
Jared Owen
Jared Owen's 3D animated breakdown of how a Brunswick GS-X bowling pinsetter works, showing its mechanisms for sweeping, lifting and resetting pins and balls.
Animation Bootcamp: An Indie Approach to Procedural Animation26:13

Animation Bootcamp: An Indie Approach to Procedural Animation

786K views • 9 years ago
GDC Festival of Gaming
David Rosen of Wolfire Games explains how simple procedural techniques can produce fluid, interactive character animation from very few keyframes. Examples come from Overgrowth, Receiver and Black Shades, from his 2014 GDC session.
Inner Game of Tennis12:15

Inner Game of Tennis

48K views • 14 years ago
TheCoach
A 1970 demonstration of W. Timothy Gallwey, author of The Inner Game of Tennis, teaching a complete beginner to play tennis in about ten minutes. He chats with her, feeds balls and gives positive feedback instead of instruction.
Why ChatGPT Can't Draw a Full Glass of Wine20:55

Why ChatGPT Can't Draw a Full Glass of Wine

6.3M views • 1 year ago
Alex O'Connor
Alex O'Connor shows that ChatGPT cannot draw a wine glass filled to the brim, and ties the failure to David Hume's missing shade of blue. It asks what the failure says about how image models learn.
Can A Metal Bowling Ball Survive Inside a Nuclear Explosion?11:17

Can A Metal Bowling Ball Survive Inside a Nuclear Explosion?

737K views • 6 years ago
Scott Manley
Scott Manley explains the Cold War experiments in which steel and aluminium spheres, known as Lew Allen's Balls, were placed near nuclear detonations. The spheres survived the fireball, and he walks through what the declassified results show.
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.
I Call This Enemy: The Sun (The Simpsons)1:37

I Call This Enemy: The Sun (The Simpsons)

1.2M views • 10 years ago
ThingsICantFindOtherwise
A short Simpsons clip from Who Shot Mr. Burns Part 1 in which Mr. Burns declares the sun his enemy and plans to block it out.