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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.
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.
"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.
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.
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.
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
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
[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
Destiny's Multithreaded Rendering Architecture1:06:37

Destiny's Multithreaded Rendering Architecture

45K views • 11 years ago
GDC Festival of Gaming
A GDC 2015 talk in which Natalya Tatarchuk describes the multithreaded renderer Bungie built for Destiny. It covers the low-latency architecture across platforms, its successes and its challenges.
Topic match · Computer graphics & rendering
John Rauser keynote: "Statistics Without the Agonizing Pain" -- Strata + Hadoop 201411:48

John Rauser keynote: "Statistics Without the Agonizing Pain" -- Strata + Hadoop 2014

61K views • 12 years ago
O'Reilly
John Rauser's Strata 2014 keynote argues that programmers can learn statistics quickly by simulating random processes and shuffling data. He explains p-values through resampling rather than formulas.
Clojure Concurrency - Rich Hickey2:32:39

Clojure Concurrency - Rich Hickey

73K views • 13 years ago
ClojureTV
Rich Hickey's long presentation on Clojure and concurrency covers locking and immutability, then goes in depth on refs, transactions and agents. It ends with a multithreaded ant colony simulation demo.
27c3: Reverse Engineering the MOS 6502 CPU (en)51:57

27c3: Reverse Engineering the MOS 6502 CPU (en)

477K views • 15 years ago
Christiaan008
Michael Steil's 27c3 talk on reverse engineering the MOS 6502 from die shots into a transistor-level simulation, as in the Visual6502 project. It covers going from chip package to a digital model.