Al Green
Al Green's Brother
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Videos

I've made several videos over the years. Most of them are available in my YouTube channel. The rest are in the Triumph channel.

All the videos listed here are available in the Greatest Hits YouTube playlist.

Several of the videos use music by Kevin MacLeod. Check out his site! It's great!

A Question of Quality

All the videos should be played back at exactly 50 or 60 fps (depending on the source) and run perfectly smooth, even on YouTube. Jinx!

I have the following MP4 source files for higher quality playback. Contact me if you want a copy. Feel free to play the videos anywhere you like, but keep in mind that there might be licensing restrictions on some of the used material. Contact me if it isn't obvious.

TitleYearMB
The Xmas Demo 2021 Summer Preview 2021489
Real Programming 2021 52
Ekte Programmering 2021 52
The Xmas Demo 2020 Edition 2020911
Dreamscape & Eclipse: The Final Cut2019 81
Dreamscape: The Missing Scene 2019 28
Superhero 2019390
Wobblerne 2 2019773
Quaternion HQ Tech Demo 2019313
The Xmas Demo 2017 Edition Remastered 2018459
Mandelbrot Smooth Coloring 2018372
Raytracer Remastered 2017 63

2021

The Xmas Demo 2021 Summer Preview: 1080p60 Mandelbulb on the NVidia Jetson AGX Xavier devkit. We cheated a bit. A lot, actually.

YouTube video eCu3V_8Whsk

Sjur Julin made the launch videos for the book Real Programming (Ekte Programmering in Norwegian).

YouTube video 4C5-s6zQpoM YouTube video wegLxIo-ZIw

2020

The Xmas Demo 2020 Edition, in cooperation with Sjur Julin. Full Windows and Linux source code available in the article.
Article: The Xmas Demo 2020 Edition.

YouTube video j5x-lytqqXQ

2019

A remastering of the Triumph Amiga demos Dreamscape and Eclipse, released at The Gathering 1996 and 1997, respectively. The music was remastered by Sjur Julin. I did all the video magic.
Article: Dreamscape and Eclipse: The Final Cut

YouTube video QSK9z78lRlE YouTube video pgRTLwWNOSY

Sjur Julin and I recovered two old Triumph videos from VHS in 2019. I'm pretty happy about the result: The denoising, dewobbling and deinterlacing was pretty hard. Rescue your old tapes now, before they become totally unwatchable!

Superhero by Morten Johnsen and Wobblerne 2 by Morten Johnsen and Ivan Moen were released at The Gathering 1998:

YouTube video 3ORZe2FwHyQ YouTube video rtrriyFqFDw

I've made some Julia Quaternion respins over the years. I took the shader code by Keenan Crane, converted it to C, made a threaded renderer, fixed a couple of bugs and used positions by Paul Bourke. The rotation code was my own work: Doing it in 4D is very complicated, so I did it in 3D instead. If the only tool in your toolbox is atan2, every problem looks like... err:

YouTube video iCDseNgfPsw

2018

Some dork claimed it was impossible to do the Cisco floating balls effect on the TILE-Gx based video conferencing system, the SX-80. It wasn't. They didn't use it. 1 1/2 core somewhat unoptimized 8-bit SIMD code ftw! Could probably be squeezed into 1 core, but that ship has sailed:

YouTube video aza-36MwRIM

The 2017 Xmas demo remastered. Everything runs in 60fps. A ridiculous amount of dubious optimizations were used to squeeze every bit of performance out of a simple NVidia Jetson TX2 GPU with 256 cores. Based on code from ShaderToy, Keenan Crane and myself.
Article: Nvidia Jetson TX2 Xmas Demo 2017

YouTube video BJzyPtwfMtE

Fractals gone wild. Using a custom multi-threaded ARM rendering routine that switches to 64 bit math when the world... sorry, 32 bit is not enough:

YouTube video X08FlIlhk20

2017

From the games department: I play the game Age of Conan. This is what happens when you screw up badly. Everybody gets frozen and it's game over:

YouTube video jO2UkfZdKv4

Torus Journey, from ShaderToy, squeezed into the TX2 at 60 fps:

YouTube video dvckA_1Rzq0

Julia fractals. Depth 2048, rendered in 4K and downscaled. Not real-time at all.

YouTube video ShvUIA5C0GU

I played around with the Thorn fractal code by Paul Bourke on the TX1 GPU. Real-time ofc. And some real-time Julia Quaternions, also on the TX1 GPU.

YouTube video VYn1VnKMDak YouTube video hNaHf-Y7iqI

Is it possible to trace 128 spheres on the TX1 GPU? Yes, by using the CPU to do some preprocessing before passing it to the GPU.
Also a binary fixed point raytracer on the TILE-Gx mega-multicore CPU that can do 40 spheres.
And some random super simple physics simulations using the TX1 engine.
Article: GPURay - GPU+CPU Raytracer for NVidia Tegra X1
Article: Integer Raytracing on Tilera TILE-Gx

YouTube video lG2p2X-Dgr8 YouTube video 0vGjR_ptCj8 YouTube video fGHBtjWz9LU YouTube video aqfnas-GuWs

2016

How to stress the TX1 GPU maximally. Also, it looks pretty cool. Careful, things might catch fire:

YouTube video KoaMyL2kVkQ

I made mega-multicore ports of Quake and Doom to show off the TILE-Gx CPU. Each instance runs on a single core.
Article: MultiQuake - Quake for Tilera TILE-Gx CPUs
Article: MultiDoom - Doom for Tilera TILE-Gx CPUs

YouTube video 6qETWBmvrNA YouTube video 527AaVgh_gQ

Julia fractals depth 256 1080p60 guaranteed on a Tegra X1:

YouTube video foJShe8jq1I

I made an OpenGL TX1 port of Quake that ran on some Cisco hardware and sorted out all the technical issues. Top Cisco brass watched it. Nobody gave a fuck. It worked pretty well:

YouTube video UfeTzZmhafs

2014

First iterations of the TILE-Gx raytracer using floating point.
Article: Raytracing on Tilera TILE-Gx

YouTube video iCAXU9Nx-N4 YouTube video Fn8R4toFun0


Ekte Programmering Norwegian flag
American flag Real Programming
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