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Alexander Sannikov @UCly0QRJAaJ2UGSGycOQoOdA@youtube.com

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More from this channel (soon)


01:33
Rendering fragment shader grass in O(1)
01:00
O(1) precomputed raymarching
01:05
Position-based SPH running on the GPU
00:50
Announcement for graphics programming enthusiasts!
05:24
Radiance Cascades Rendered Directly
02:38
Single shot global illumination with no denoiser
00:52
Glittergram demo #1: loading models (sort of)
00:53
Glittergram demo #0: proof of concept
01:39
Gpu Physics #2: rigid body collisions & response
01:49
Gpu Physics #1: 80k rigid particles
01:11
Hierarchal radiance cascades GI experiment
02:34
2d Full Global Illumination #2 (working principle and perf tests)
00:51
2d Full Global Illumination #1 (proof of concept, no denoising, interactive fps)
03:07
Stable dampened oscillations simulation
02:23
Thermodynamics simulation v6: a Jet Engine!
01:41
Thermodynamics simulation v5: positive displacement turbines
15:08
Thermodynamics simulation v4 (with explanation!)
02:16
Cluster-based rendering, Nanite-style (200M triangles in 1ms)
02:51
Sparse voxel signed distance octree ray-guided GPU streaming
02:44
Sparse voxel octree ray-guided GPU streaming
03:57
Численная модель двигателя Стирлинга
08:14
Real time optical wave field propagation
01:29
Wave reflection off boundary conditions
01:16
Wave equation solver
02:34
Noita functioning as intended (no mods)
01:36
Thermodynamics simulation v3: temperature
01:09
Thermodynamics simulation v2: pistons
00:55
Sound wave simulation
00:22
Office after ExileCon
00:47
Simple GPU hydrodynamics
02:10
Ocean rendering shader breakdown
01:23
New water shader
02:44
GPU Particles bucket sorting debug rendering
00:44
GPU Particles bucket sorting
01:31
CPU and GPU (Vulkan) profiler, rendered with ImGui
01:20
Subsurface refraction rendering
01:22
Efficient grass rendering based on precomputed raycast
00:27
Crack propagation simulation (drying paint/soil)
00:57
Realtime fur rendering based on precomputed raytracing
00:35
Rendering unlimited noodles
00:23
Path of Exile river water WIP
01:22
Global illumination in screenspace: 80fps, noise-free, no reprojection
01:02
Noise-free screenspace global illumination
00:29
New Zealand platforming: water blow gauntlet
01:30
Navier Stokes Solver comparison: MacCormack, BFECC, Limiters, Vorticity confinement
00:44
Navier-Stokes vorticity confinement
00:28
Path of Exile ocean water
02:20
Nirvana -- Heart Shaped Box (guitar fingerstyle cover)
01:19
Screen Space Global Illumination
00:30
Far field ambient occlusion calculation
00:30
Rasterization-based path tracing
00:21
Curvature adjustment
00:28
Gerstner wave approximation
03:31
[Path of Exile 2.5] Totally not broken Scold's Bridle discharger Berserker
00:30
Fox rampage
00:44
Path traced dispersion, area lighting
00:53
Path traced reflection/refraction, area lighting
00:46
Path traced reflection/refraction, ambient lighting
00:54
Path traced dispersion, ambient lighting
03:43
Tome 4 shaders