Best Computer graphics & rendering Videos
「Computer graphics & rendering」下面有114部被不同的人、在不同月份推荐过的视频。挑的时候先看对象:入门14部,适合还没学过的人;进阶49部,适合已经懂术语的人;普通向39部,按兴趣就能看;更硬的12部,留给想看推导或细节的人。这一类数量最多的是演示,所以它们的共同点是先看到做成了什么,再决定要不要追细节。常出现的频道包括Inigo Quilez、GDC Festival of Gaming、Freya Holmér。目录给这个主题划的范围是:Computer graphics: ray tracing, path tracing, shaders, GPU rendering, real-time graphics, SIGGRAPH, procedural generation, simulation, volumetric displays, physics-based rendering.如果只看三部,就从《The Beauty of Bézier Curves》开始,它负责把问题讲出画面;然后看《The Continuity of Splines》,换一种讲法或例子;最后看《elevated by Rgba & TBC | 4k intro (FullHD 1080p demoscene demo)》,留给已经有基础的人。页面按每页24部切开,顺序看的是被推荐跨越了多少个月,不是播放量。每条标题下面那一句是这部片子自己的内容说明,用来区分它在讲定义、过程、演示还是观点。点进去能看到推荐原话、原文链接和适合谁看。看的时候把强烈推荐当成有人明确叫你去看,把引用当成只是拿来举例,把批评留下来对照,不要把每条评论都当成同一力度。

SYMBOLICS S-PACKAGES 3D GRAPHICS AND ANIMATION DEMO
A demo of the Symbolics Graphics Division's S-Packages, a Lisp-based 3D color graphics and animation system from the 1980s.

Dual Photography
The SIGGRAPH 2005 demo of dual photography from Stanford, which swaps the roles of projector and camera to render a scene from the light's point of view.

Atari's Quadrascan Explained
Retro Game Mechanics Explained dissects how Atari's Quadrascan vector displays and vector generator hardware drew games like Asteroids and Tempest.

Halide Talk
Andrew Adams, a Halide developer, presents the Halide language for image processing and tensor computation.

Refterm v2 - Resource usage, binary splat, glyph sizing, and more
Casey Muratori follows up his refterm proof-of-concept, a GPU-based terminal renderer, with a second part covering memory usage, glyph sizing and correct Unicode and VT handling.

Surface-Stable Fractal Dithering Explained
Rune Skovbo Johansen explains Surface-Stable Fractal Dithering, a technique he invented and released as open source.

FreeCAD 0.20 For Beginners | 1 | Setup , preferences and navigation | Easy Tutorial for Learning CAD
The first lesson of MangoJelly's FreeCAD 0.20 beginner course, covering setup, preferences and navigation.

NOTCURSES III: THE SAGA CONTINUES (1080P)
A seven-minute demo from the author of Notcurses, a C library for text user interfaces.

Blender 3.0 Beginner Tutorial - Part 1
Blender Guru's beginner tutorial series, in which you model, light, texture and render a donut while learning Blender's core features.

Farbrausch - fr-041: debris. [HD]
Debris by Farbrausch, the winner of the Breakpoint 2007 demo competition.

Superpositions, Sudoku, the Wave Function Collapse algorithm.
Martin Donald explains the Wave Function Collapse algorithm using Sudoku-like constraint solving and shows how he implemented it with Blender and Godot.

Sketchpad, by Dr. Ivan Sutherland with comments by Alan Kay
Earliest known footage of Ivan Sutherland's MIT PhD work, Sketchpad, the first computer graphics system, with commentary by Alan Kay.

Procedurally Crafting Manhattan for Marvel's Spider-Man
GDC 2019 session where Insomniac's David Santiago describes the procedural systems used to build Manhattan for Marvel's Spider-Man.

Future Crew - Second Reality (1993) [60fps]
A 60fps capture of Future Crew's 1993 MS-DOS demo Second Reality, one of the best-known pieces of the demoscene.

NVScene 2015 Session: How to Create Content with Signed Distance Functions (Johann Korndörfer)
Johann Korndorfer's NVScene 2015 talk on building content with signed distance functions.

Learn to Paint with Mathematics
Inigo Quilez live-codes a painting using only mathematics in a shader, building it up step by step.

New Voxel Engine Reveal - Crystal Islands Experiment
John Lin reveals a rewritten voxel engine demonstrated in a Crystal Islands scene, with much finer voxel detail, fast collision, fracture and path-traced global illumination.

Hyperbolica: A Non-Euclidean Adventure [Old Trailer]
The old announcement trailer for Hyperbolica, CodeParade's Unity game set in hyperbolic and spherical space.

3D Gaussian Splatting - Why Graphics Will Never Be The Same
A two-minute explainer of 3D Gaussian Splatting, the rendering technique from a 2023 research paper.

50TH ANNIVERSARY OF THE COMPUTER SCIENCE DEPARTMENT AT THE UNIVERSITY OF UTAH
A full-day recording of the University of Utah computer science department's 50th anniversary event with panels, keynotes and talks by alumni and pioneers.

I wrote a Raytracer for DOS, 16 VGA colors
Bisqwit writes a raytracer from scratch in C++ for DOS, rendering in the 16-color VGA palette at 640x480.

Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing
Digital Foundry's Alex Battaglia analyzes Metro Exodus Enhanced Edition, the first AAA game built around ray tracing.

Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht
Ubisoft procedural technical artist Etienne Carrier explains the Houdini-based tools used to build Far Cry 5's roughly 100 square km open world.

3D Gaussian Splatting! - Computerphile
A Computerphile video in which Dr Mike Pound and PhD student Lewis Stuart explain 3D Gaussian splatting, a quick technique that turns photos of a scene into a 3D model without much compute.