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。

The History of 3D Graphics on the Gameboy Advance | minimme
minimme traces the timeline of 3D graphics engines on the Game Boy Advance, from early experiments to commercial 3D games, covering techniques such as voxel rendering.

2013 Sci-Tech Awards: Matt Pharr, Greg Humphreys and Pat Hanrahan
The Academy's 2014 Sci-Tech Awards segment honoring Matt Pharr, Greg Humphreys and Pat Hanrahan for their physically based rendering work and book.

Raycasting engine in Factorio (vanilla 0.17) - Facto-RayO v1.0
A demo of a raycasting 3D engine built entirely from in-game mechanisms in vanilla Factorio 0.17.

Fastest browser engine by far at 500 FPS! Servo Webrender - CSS on the GPU part 1: Rust
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.

Brigade 3.0 preview - Real-time path tracing
A short preview of OTOY's Brigade 3.0 engine doing real-time path tracing, running on two GTX Titans.

Faking RTX Global Illumination vs. RTX | 100% Ray-Traced Game, Pt 1
Gamers Nexus builds a fully ray-traced demo in Unreal Engine to compare faked global illumination with RTX ray-traced GI.

Computational Design of Mechanical Characters
A Disney Research SIGGRAPH 2013 demo of an interactive system that lets non-experts design animated mechanical characters.

Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2
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.

puls (256 bytes)
A 256-byte MS-DOS intro that renders a raymarched, procedural 3D animation.

ants simulation
A one-minute visualization of a simulated ant colony in which ants follow pheromone trails, with the source code on GitHub.

pointerpointer.com's use of voronoi, canvas, and javascript
Paul Irish explains how pointerpointer.com works.

Crafting A Tiny Open World: A Short Hike Postmortem
Adam Robinson-Yu's GDC 2020 talk on how he shelved a big project to prototype what became A Short Hike.

Brigade 3 real-time path tracing
A demo of Brigade 3 real-time path tracing at 720p controlled with an Xbox controller.

XDC 2020 - Day 1 - September 16, 2020
Day one of the X.Org Developer's Conference 2020 stream, including talks on the Raspberry Pi 4 Vulkan driver, the WSL graphics architecture, X11 and Wayland apps in WSL, and Mesa for D3D12.

I Tried Turning Games Into Text
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.

"Pipe Dream" - Animusic.com
'Pipe Dream' is the best-known piece from the first Animusic DVD, a computer-animated music video in which fantastical machines play music.

Neural Network Learns The Physics of Fluids and Smoke | Two Minute Papers #118
Two Minute Papers covers a paper on speeding up fluid and smoke simulation with convolutional networks.

Rendering Tiny Glades With Entirely Too Much Ray Marching
A Graphics Programming Conference talk on how the game Tiny Glade renders meadows, trees and player-built castles.

How life emerges from a simple particle motion law: Introducing the Primordial Particle System
Researchers from the Artificial Life Lab Graz introduce the Primordial Particle System, where a simple motion law for self-propelled particles produces cell-like structures that self-reproduce and show life cycles.

Flexible Muscle-Based Locomotion for Bipedal Creatures
A 2013 research demo of simulated bipedal creatures whose natural gaits are found by optimizing muscle-based controllers, with no motion capture or keyframe animation.

Sonic behind waterfall - RetroArch shader comparison
A one-minute demo comparing RetroArch shaders on the Sonic the Hedgehog waterfall, where Sega Genesis dithering creates a transparency effect.

Near-Eye Light Field Displays
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.

Why PlayStation 1 Graphics Warped and Wobbled so much | MVG
Modern Vintage Gamer explains why PlayStation 1 graphics warped and jittered, comparing it with the Nintendo 64.

Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]
Euclideon's 2011 technology preview of Unlimited Detail, a rendering approach claiming unlimited geometric detail in real time via point-cloud style data.