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Siggraph2019 Geometric Algebra1:37:22

Siggraph2019 Geometric Algebra

87K views • 7 years ago
Bivector
A SIGGRAPH 2019 course on geometric algebra. Charles Gunn gives an intro, then Steven De Keninck gives a programmer-focused course with live examples in ganja.js.
3-Sweep: Extracting Editable Objects from a Single Photo, SIGGRAPH ASIA 20135:51

3-Sweep: Extracting Editable Objects from a Single Photo, SIGGRAPH ASIA 2013

2.3M views • 13 years ago
Daniel CohenOr
A SIGGRAPH Asia 2013 research demo of 3-Sweep, a tool for extracting editable 3D objects from a single photo using a few user strokes. It predates modern AI image tools.
Fairy Lights in Femtoseconds: Tangible Holographic Plasma (SIGGRAPH)3:20

Fairy Lights in Femtoseconds: Tangible Holographic Plasma (SIGGRAPH)

1.1M views • 11 years ago
Yoichi Ochiai
A SIGGRAPH demo from Yoichi Ochiai's group of aerial and volumetric graphics drawn by focused femtosecond lasers with computational holography. The plasma points can be touched.
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
Computational Design of Mechanical Characters5:10

Computational Design of Mechanical Characters

3.9M views • 13 years ago
DisneyResearchHub
A Disney Research SIGGRAPH 2013 demo of an interactive system that lets non-experts design animated mechanical characters. The user sketches motion curves and the system generates optimized mechanisms and gear trains for 3D printing.
Topic match · Computer graphics & rendering
Eulerian Video Magnification4:28

Eulerian Video Magnification

788K views • 14 years ago
Miki Rubinstein
The video accompanying the SIGGRAPH 2012 paper on Eulerian Video Magnification. It amplifies subtle changes in ordinary video, such as skin color shifts from a heartbeat, to reveal pulse and tiny motions.
Topic match · Computer graphics & rendering
Near-Eye Light Field Displays5:24

Near-Eye Light Field Displays

89K views • 13 years ago
Douglas Lanman
A SIGGRAPH 2013 demo from Douglas Lanman and NVIDIA of near-eye light field displays, which allow much thinner head-mounted displays that still show accurate focus and depth cues.
Topic match · Computer graphics & rendering
elevated by Rgba & TBC | 4k intro (FullHD 1080p demoscene demo)3:36

elevated by Rgba & TBC | 4k intro (FullHD 1080p demoscene demo)

317K views • 15 years ago
Demoscene High-Quality Videos (Annikras)
Elevated by Rgba and TBC, the winner of the 4k intro compo at Breakpoint 2009. It is a realtime procedurally generated 3D flythrough with music, all in a 4096-byte executable.
Topic match · Computer graphics & rendering
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
Creating a Doom-style 3D engine in C18:50

Creating a Doom-style 3D engine in C

991K views • 11 years ago
Bisqwit
Bisqwit builds a Doom or Duke Nukem 3D style software-rendered 3D engine in C from scratch, supporting non-Euclidean geometry. It covers vector rotation and portal rendering with sped-up, tool-assisted coding.
Topic match · Computer graphics & rendering
Ivan Sutherland Sketchpad Demo 196319:20

Ivan Sutherland Sketchpad Demo 1963

136K views • 14 years ago
Interface Studies
A TV show about Ivan Sutherland's 1963 MIT thesis software Sketchpad, which ran on the TX-2 computer. It shows a light pen drawing, constraints, snapping, scaling and object-style graphics, foundations of GUIs and CAD.
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
Computer Color is Broken4:14

Computer Color is Broken

4.3M views • 11 years ago
minutephysics
MinutePhysics explains that computers store brightness nonlinearly, so blurring and blending colors in raw RGB gives wrong, dark results. It shows why mixed colors, such as in gradients, look off.
Topic match · Computer graphics & rendering
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.
Topic match · Computer graphics & rendering
Marc Levoy - Lectures on Digital Photography - Lecture 1 (21mar16).mp41:15:21

Marc 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.
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
fr-08: .the .product by farbrausch | 64k intro (2000) (720p HQ demoscene demo)11:02

fr-08: .the .product by farbrausch | 64k intro (2000) (720p HQ demoscene demo)

197K views • 15 years ago
Demoscene High-Quality Videos (Annikras)
A recording of .the .product by Farbrausch, the first-place 64k intro at The Party 2000. It fits an 11-minute 3D demo with music into 64 kilobytes.
Topic match · Computer graphics & rendering
SYMBOLICS S-PACKAGES 3D GRAPHICS AND ANIMATION DEMO29:16

SYMBOLICS S-PACKAGES 3D GRAPHICS AND ANIMATION DEMO

14K views • 13 years ago
Red Martian
A demo of the Symbolics Graphics Division's S-Packages, a Lisp-based 3D color graphics and animation system from the 1980s. It was later used in developing for the Nintendo 64.
Topic match · Computer graphics & rendering
ASCII fluid dynamics -- IOCCC2012 endoh1.c3:09

ASCII fluid dynamics -- IOCCC2012 endoh1.c

1.7M views • 12 years ago
Yusuke Endoh
A 3-minute demo of a tiny IOCCC 2012 winning C program that simulates fluid dynamics in an 80x25 terminal, using any text (including its own source) as input. The video shows the simulation running to Handel's Water Music.
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
Future Crew - Second Reality (1993) [60fps]16:19

Future Crew - Second Reality (1993) [60fps]

241K views • 11 years ago
DemosceneVids
A 60fps capture of Future Crew's 1993 MS-DOS demo Second Reality, one of the best-known pieces of the demoscene. It runs about 16 minutes of real-time graphics and music effects on PC hardware of the era.
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
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.
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
Disney's Practical Guide to Path Tracing9:32

Disney's Practical Guide to Path Tracing

914K views • 10 years ago
Walt Disney Animation Studios
Walt Disney Animation Studios' short introduction to path tracing, showing how rays are traced and bounced through a virtual scene to simulate light. It explains how this approach is used in animated films.
Topic match · Computer graphics & rendering
I wrote a Raytracer for DOS, 16 VGA colors15:00

I wrote a Raytracer for DOS, 16 VGA colors

905K views • 15 years ago
Bisqwit
Bisqwit writes a raytracer from scratch in C++ for DOS, rendering in the 16-color VGA palette at 640x480. The video also covers color quantization and ordered dithering.
Topic match · Computer graphics & rendering
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.
Topic match · Computer graphics & rendering
Mars DOS demo by Tim Clarke (1993)1:27

Mars DOS demo by Tim Clarke (1993)

28K views • 13 years ago
Sean Barrett
A one-minute capture of Tim Clarke's 1993 'Mars' DOS demo, a roughly 5 KB program that renders a navigable terrain landscape in real time.
Topic match · Computer graphics & rendering
Marble Marcher - A Fractal Physics Game3:58

Marble Marcher - A Fractal Physics Game

1.7M views • 7 years ago
CodeParade
A demo of Marble Marcher, a game using a fractal physics engine and fully procedural ray-marched rendering. The player rolls a marble through shifting fractal levels.
Topic match · Computer graphics & rendering
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.
Topic match · Computer graphics & rendering
AI Learns Noise Filtering For Photorealistic Videos | Two Minute Papers #2154:17

AI Learns Noise Filtering For Photorealistic Videos | Two Minute Papers #215

65K views • 8 years ago
Two Minute Papers
A Two Minute Papers episode on NVIDIA's recurrent denoising autoencoder, which cleans up noisy Monte Carlo path-traced image sequences. It shows how a neural network can produce usable renders from very few samples.
Topic match · Computer graphics & rendering
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.
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
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.
Topic match · Computer graphics & rendering
Google Earth’s Incredible 3D Imagery, Explained8:09

Google Earth’s Incredible 3D Imagery, Explained

3.1M views • 9 years ago
Nat and Friends
A short explainer from Nat and Friends on where Google Earth's 3D imagery comes from, how it is stitched together, and how often it is updated. It describes aircraft carrying camera rigs and photogrammetry that turns the photos into 3D models.
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