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。

Disney's Practical Guide to Path Tracing
Walt Disney Animation Studios' short introduction to path tracing, showing how rays are traced and bounced through a virtual scene to simulate light.

Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]
The first part of Freya Holmer's three-part, nearly four-hour lecture on shader coding for game devs in Unity.

Spherical Geometry Is Stranger Than Hyperbolic - Hyperbolica Devlog #2
CodeParade's short devlog on how spherical geometry looks in 2D and 3D and why it feels so unusual, part of the Hyperbolica series on a non-Euclidean game.

LIVE Coding "Happy Jumping"
Inigo Quilez live-codes the "Happy Jumping" animated scene in a Shadertoy GLSL shader over about six hours.

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

Mars DOS demo by Tim Clarke (1993)
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.

Elite: "The game that couldn't be written"
An hour-long video essay on Elite, the 1984 BBC Micro game by David Braben and Ian Bell.

Makepad: Designing modern UIs with Rust - Rik Arends - RustNL 2023
Rik Arends presents Makepad, a Rust UI framework, at RustNL 2023.

Marble Marcher - A Fractal Physics Game
A demo of Marble Marcher, a game using a fractal physics engine and fully procedural ray-marched rendering.

Enhancing Photorealism Enhancement
A video presenting an Intel research paper on enhancing the photorealism of synthetic images.

How I implemented MegaTextures on real Nintendo 64 hardware
James Lambert demos a MegaTexture-style technique running on real Nintendo 64 hardware, built for an N64Brew game jam.

The Matrix Awakens: An Unreal Engine 5 Experience
Epic's Unreal Engine 5 tech demo set in the Matrix universe, with Keanu Reeves and Carrie-Anne Moss.

The Drive Home - ShaderToy
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.

What is a Geometry Kernel? C3D vs ACIS vs Parasolid
The Plasticity creator explains what a geometry kernel is and compares commercial options C3D, ACIS, and Parasolid, describing his months of research and why he chose as he did.

AI Learns Noise Filtering For Photorealistic Videos | Two Minute Papers #215
A Two Minute Papers episode on NVIDIA's recurrent denoising autoencoder, which cleans up noisy Monte Carlo path-traced image sequences.

Making a heart with Maths
Inigo Quilez shows step by step how to build a simple heart shape from mathematics and shaders, with code on Shadertoy.

[Linux.conf.au 2013] - The real story behind Wayland and X
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.

ShaderToy LiveCoding - The Drive Home - 1. Basic Setup
The first part of a ShaderToy live-coding series that lays the groundwork for The Drive Home, a rainy night-traffic shader.

Google Earth’s Incredible 3D Imagery, Explained
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.

HandmadeCon 2016 - History of Software Texture Mapping in Games
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.

GuiltyGearXrd's Art Style : The X Factor Between 2D and 3D
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.

Is a round Minecraft world possible?
Jeija demonstrates a modified Minetest game with a spherical planet, using a grid transform to make a voxel world round.

What would we see if we fell into a Black Hole?
ScienceClic visualizes what you would see falling into a black hole, from the approach and the accretion disc to crossing the horizon, in 15 minutes.

CppCon 2019: Matt Godbolt “Path Tracing Three Ways: A Study of C++ Style”
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.