1. | Thermodynamics simulation v4 (with explanation!) | 15:08 | |
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2. | Real time optical wave field propagation | 8:14 | |
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3. | Radiance Cascades Rendered Directly | 5:24 | |
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4. | Численная модель двигателя Стирлинга | 3:57 | |
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5. | Tome 4 shaders | 3:43 | |
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6. | [Path of Exile 2.5] Totally not broken Scold's Bridle discharger Berserker | 3:31 | | Path of Exile
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7. | Global illumination on view-adaptive imperfect shadow maps | 3:30 | |
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8. | Stable dampened oscillations simulation | 3:07 | |
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9. | Imperfect Shadow Maps global illumination on compute shaders | 3:00 | |
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10. | Sparse voxel signed distance octree ray-guided GPU streaming | 2:51 | Guide |
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11. | GPU Particles bucket sorting debug rendering | 2:44 | |
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12. | Sparse voxel octree ray-guided GPU streaming | 2:44 | |
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13. | Single shot global illumination with no denoiser | 2:38 | |
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14. | Noita functioning as intended (no mods) | 2:34 | |
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15. | 2d Full Global Illumination #2 (working principle and perf tests) | 2:34 | |
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16. | Smells like teen spirit | 2:23 | |
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17. | Thermodynamics simulation v6: a Jet Engine! | 2:23 | |
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18. | Nirvana -- Heart Shaped Box (guitar fingerstyle cover) | 2:20 | |
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19. | Cluster-based rendering, Nanite-style (200M triangles in 1ms) | 2:16 | |
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20. | Ocean rendering shader breakdown | 2:10 | |
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21. | Stirling engine on hot water first run | 2:06 | |
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22. | Gpu Physics #1: 80k rigid particles | 1:49 | |
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23. | Thermodynamics simulation v5: positive displacement turbines | 1:41 | |
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24. | Gpu Physics #2: rigid body collisions & response | 1:39 | |
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25. | Thermodynamics simulation v3: temperature | 1:36 | |
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26. | Rendering fragment shader grass in O(1) | 1:33 | |
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27. | CPU and GPU (Vulkan) profiler, rendered with ImGui | 1:31 | |
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28. | Global Illumination, Adaptive Imperfect Shadow Mapping | 1:31 | |
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29. | Navier Stokes Solver comparison: MacCormack, BFECC, Limiters, Vorticity confinement | 1:30 | |
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30. | Wave reflection off boundary conditions | 1:29 | |
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31. | Кин-дза-дза гитара | 1:27 | |
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32. | New water shader | 1:23 | |
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33. | Efficient grass rendering based on precomputed raycast | 1:22 | |
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34. | Global illumination in screenspace: 80fps, noise-free, no reprojection | 1:22 | |
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35. | Subsurface refraction rendering | 1:20 | |
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36. | Screen Space Global Illumination | 1:19 | |
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37. | Wave equation solver | 1:16 | |
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38. | Final Fantasy Dissidia: Jecht vs Cloud | 1:13 | | Dissidia Final Fantasy
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39. | CD Wirmshurst machine | 1:12 | |
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40. | Hierarchal radiance cascades GI experiment | 1:11 | |
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41. | Thermodynamics simulation v2: pistons | 1:09 | |
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42. | Frank Sinatra Strangers in the Night guitar cover | 1:04 | |
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43. | Position-based SPH running on the GPU | 1:04 | |
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44. | Noise-free screenspace global illumination | 1:02 | |
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45. | O(1) precomputed raymarching | 0:59 | |
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46. | Dissidia Final fantasy Exdeath effects | 0:57 | |
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47. | Realtime fur rendering based on precomputed raytracing | 0:57 | |
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48. | Van de Graaff(Van de Pepper) generator | 0:57 | |
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49. | Sound wave simulation | 0:55 | |
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50. | Path traced dispersion, ambient lighting | 0:54 | |
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51. | Glittergram demo #0: proof of concept | 0:53 | |
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52. | Path traced reflection/refraction, area lighting | 0:53 | |
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53. | Glittergram demo #1: loading models (sort of) | 0:52 | |
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54. | 2d Full Global Illumination #1 (proof of concept, no denoising, interactive fps) | 0:51 | |
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55. | Dissidia Final fantasy Cloud of Darkness effects | 0:51 | |
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56. | Announcement for graphics programming enthusiasts! | 0:49 | |
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57. | Simple GPU hydrodynamics | 0:47 | |
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58. | Magnetic Balls Modelling | 0:47 | |
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59. | Acmanz lungs 2 | 0:46 | |
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60. | Path traced reflection/refraction, ambient lighting | 0:46 | |
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61. | Awakening of ancient evil yellow square | 0:45 | |
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62. | Final Fantasy Dissidia: Jecht vs Exdeath | 0:45 | | Dissidia Final Fantasy
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63. | GPU Particles bucket sorting | 0:44 | |
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64. | Navier-Stokes vorticity confinement | 0:44 | |
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65. | Path traced dispersion, area lighting | 0:44 | |
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66. | AcManZ lungs | 0:41 | |
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67. | Julia 3D set raytracing. Shadowmap visualization. | 0:37 | |
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68. | Rendering unlimited noodles | 0:35 | |
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69. | Mandelbulb order 5 smooth | 0:33 | |
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70. | Balancing.avi | 0:31 | |
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71. | Julia 3D set raytracing | 0:31 | |
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72. | GPU Navier Stokes[Kármán vortex street appearence] | 0:31 | |
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73. | Fallout new vegas unarmed & energy build | 0:31 | | Fallout: New Vegas
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74. | Walker 2 controlling | 0:30 | |
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75. | GPU Navier Stokes [Kármán vortex street] | 0:30 | |
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76. | Crawling pattern generation | 0:30 | |
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77. | Quadcopter and buoyancy demo | 0:30 | |
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78. | Twisting cards | 0:30 | |
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79. | Walker.avi | 0:30 | |
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80. | Fox rampage | 0:30 | |
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81. | Rasterization-based path tracing | 0:30 | |
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82. | Buoyancy test with viscous friction | 0:30 | |
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83. | Walk pattern | 0:30 | |
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84. | Neuro net robot adaptation | 0:30 | |
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85. | Caterpillar tank advanced game physics | 0:30 | |
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86. | Far field ambient occlusion calculation | 0:30 | |
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87. | Julia 2 | 0:29 | |
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88. | Game engine test | 0:29 | |
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89. | New Zealand platforming: water blow gauntlet | 0:29 | |
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90. | Gerstner wave approximation | 0:28 | |
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91. | Walk pattern generation | 0:28 | |
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92. | Rigid body buoyancy test | 0:28 | |
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93. | Rubberband plane physics modeling | 0:28 | |
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94. | Global Illumination, Reflective Shadowmaps | 0:28 | |
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95. | Path of Exile ocean water | 0:28 | | Path of Exile
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96. | Mandelbulb order 7 smooth | 0:27 | |
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97. | Crack propagation simulation (drying paint/soil) | 0:27 | |
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98. | Arcade game plane physics | 0:27 | |
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99. | Fractal Julia set in 3D | 0:26 | |
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100. | Elastic SPH collision test | 0:26 | |
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