|
https://www.youtube.com/watch?v=8iyvhGF9f7o
|
# ? Jun 2, 2018 05:40 |
|
|
# ? Jun 8, 2024 06:48 |
|
https://www.youtube.com/watch?v=9Oo0TlprwAQ
|
# ? Jun 2, 2018 05:48 |
|
https://www.youtube.com/watch?v=HDjV4DOIq0E
|
# ? Jun 2, 2018 05:48 |
|
https://www.youtube.com/watch?v=BXft49AwMRI
|
# ? Jun 2, 2018 05:49 |
|
siggraph has come a long way from the days when a big blue cube rotating with creepy music would make graphics nerds cream their pants.
|
# ? Jun 2, 2018 10:48 |
|
siggraph used to be boring math videos https://www.youtube.com/watch?v=LqOiR4cSstM
|
# ? Jun 2, 2018 16:24 |
|
LP0 ON FIRE posted:siggraph used to be boring math videos those are pretty effective animations tho
|
# ? Jun 2, 2018 16:54 |
|
akadajet posted:those are pretty effective animations tho yeah it doesn’t look like the year 1984. good art direction plus the technical skills right there
|
# ? Jun 2, 2018 18:19 |
|
hey, those first videos are pretty cool since level sets and fluid stuff is exactly what i'm doing right now that's probably overkill for my use cases though, and i've already got other papers i need to read... gently caress
|
# ? Jun 2, 2018 18:47 |
|
i want to use this with music, but live if it’s possible even on a lower fidelity level https://www.youtube.com/watch?v=su6z9snjU-U
|
# ? Jun 2, 2018 20:02 |
|
thanks for putting all of these videos in one place it was getting really hard to search for videos
|
# ? Jun 2, 2018 23:07 |
|
this is really the most loving awesome thing, especially when it gets into vr https://www.youtube.com/watch?v=rGJJ5RCsbkM
|
# ? Jun 4, 2018 02:30 |
|
LP0 ON FIRE posted:i want to use this with music, but live if it’s possible even on a lower fidelity level I had wondered if stuff like this was possible years ago for a possible focus in grad school (though the math is way beyond me I'm sure). I thought it would be neat for games to have realistic sounds bouncing off the environment, vs the standard preset effects we have now (an echo affect applied sometimes... or an underwater effect... etc) I'm sure its not fast enough for something real time like that but maybe some day. Very cool
|
# ? Jun 4, 2018 02:55 |
|
LP0 ON FIRE posted:this is really the most loving awesome thing, especially when it gets into vr It puts strain on the GPU right? Doesn't sound like something a gamer is likely to want, but interesting none the less.
|
# ? Jun 4, 2018 07:02 |
|
this is one of my favorites https://www.youtube.com/watch?v=Gue12UjXd5U
|
# ? Jun 4, 2018 07:10 |
|
https://www.youtube.com/watch?v=SPMFhcC4SvQ
|
# ? Jun 4, 2018 08:46 |
|
qhat posted:It puts strain on the GPU right? Doesn't sound like something a gamer is likely to want, but interesting none the less. people will find ways to make the performance better, and for some games it would be revolutionary to be able to see your hands reskinned and accurately move to what they are doing in real life
|
# ? Jun 4, 2018 16:51 |
|
if the tracking tech leads to fun games people want to play they'll buy more/faster gpus.
|
# ? Jun 4, 2018 16:54 |
|
didn't the kinect sacrifice like 50% of its GPU for it on the 360?
|
# ? Jun 4, 2018 16:58 |
|
i wonder if gpus are going to break apart into output/input gpus now that there are so many different techs vying for compute time
|
# ? Jun 4, 2018 17:08 |
|
i don't know i'm just excited about these developments in games and such, esp hands in vr and 3d acoustics/sound synthesis. next level poo poo
|
# ? Jun 4, 2018 17:20 |
|
in the 1980s, Symbolics ruled SIGGRAPH here’s a sales preso about using an XL1200 with a Framethrower to do 3D rendering for full-frame HDTV…in 1990 by 1992 everything was Silicon Graphics and Symbolics was running headlong into bankruptcy rumor is though that some Sony backlot still has a couple of mothballed XL1200s with maxed-out RAM and multiple Framethrowers installed (maxed out is probably like 32MW i.e. 160MB since each word is 40 bits plus 8 bits of ECC) the Framethrower essentially had a brute force matrix pipeline consisting of lots of Weitek floating point chips running at something like 25MHz off its own RAM, while the main Lisp CPU only ran at like 12MHz and just put together the basic geometry and manipulation programs for the Weiteks to use to spit pixels into VRAM output on virtually everything Symbolics created was controlled via “sync programs” because in like 1982 they designed their own entirely general system to scan VRAM and produce any desired video signaling with a pixel clock up to 160 MHz and god drat it they were going to use the hell out of it they may not even have used a commercial RAMDAC in the output stages for the Framethrower because obviously as the smartest people in the industry anything they designed would automatically be better so if you ever wondered why a Lisp Machine was so expensive that was the kind of decision making that went into every single aspect of them
|
# ? Jun 9, 2018 08:18 |
|
Symbolics 1988 showreel
|
# ? Jun 9, 2018 08:20 |
|
|
# ? Jun 8, 2024 06:48 |
|
neat
|
# ? Jun 9, 2018 08:48 |