Best Computer graphics & rendering Videos
The 114 Computer graphics & rendering videos here were recommended by different people across different months. Choose by who it is for: 14 introductory, 49 intermediate, 39 for a general viewer, and 12 for someone who wants the harder derivation. Most of them are a demo. What they share is that you see the result first and only then decide whether to follow the detail. Channels you will keep seeing include Inigo Quilez, GDC Festival of Gaming, Freya Holmér.

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.