I've made several videos over the years. Most of them are available in my YouTube channel. Some of them are in the Triumph channel. Here's a selection sorted by year.
All the videos listed here are available in the Greatest Hits playlist on YouTube.
Several of the videos use music by Kevin MacLeod. Check out his site! It's great!
Sjur Julin made the launch video for the book Real Programming (Ekte Programmering in Norwegian).
The Xmas Demo 2020 Edition, in cooperation with
Full Windows and Linux source code available in the article.
Article: The Xmas Demo 2020 Edition.
A remastering of the Triumph Amiga demos Dreamscape and Eclipse, released at The Gathering 1996 and
1997, respectively. The music was remastered by
I did all the video magic.
Article: Dreamscape and Eclipse: The Final Cut
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:
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:
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:
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
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:
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:
Torus Journey, from ShaderToy, squeezed into the TX2 at 60 fps:
Julia fractals. Depth 2048, rendered in 4K and downscaled. Not realtime at all.
I played around with the Thorn fractal code by Paul Bourke on the TX1 GPU. Realtime ofc. And some realtime Julia Quaternions, also on the TX1 GPU.
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 Mellanox TILE-Gx
How to stress the TX1 GPU maximally. Also, it looks pretty cool. Careful, things might catch fire:
I made mega-multicore ports of Quake and Doom to show off the TILE-Gx CPU. Each instance runs on a single
Article: MultiQuake - Quake for Mellanox TILE-Gx CPUs
Article: MultiDoom - Doom for Mellanox TILE-Gx CPUs
Julia fractals depth 256 1080p60 guaranteed on a Tegra X1:
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:
First iterations of the TILE-Gx raytracer using floating point.
Article: Raytracing on Tilera TILE-Gx
I got the following MP4 source files available. Contact me if you want a copy.
|Dreamscape & Eclipse: The Final Cut||2019||81|
|Dreamscape: The Missing Scene||2019||28|
|Quaternion HQ Tech Demo||2019||313|
|Xmasdemo 2017 Remastered||2018||459|
|Mandelbrot Smooth Coloring||2018||372|