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.

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.