I've made several videos over the years. All of them are available in my YouTube channel. Here's a list of the best ones.
Not all the videos are from my account, some of them are found in the Triumph channel.
Several of the videos use music by Kevin MacLeod. Check out his site! It's great!
All the videos should be played back at 50 or 60 fps, depending on the source. Every video except the Dreamscape & Eclipse remix should run perfectly smooth. If they don't, fix your setup! I have mp4 versions of the most popular videos available, send me a DropBox link or similar if you want a particular video in better quality.
Anyway, here's the list of semi-watchable videos, in chronological order:
The missing scene from the Triumph Amiga demo Dreamscape. Released at The Gathering 1996. A lot of hair was pulled to fake higher framerate. And remove noise. And decode the video.
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 was released at The Gathering 1998:
Wobblerne 2 by Morten Johnsen and Ivan Moen, 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
I spent some time doing fractal stuff. I learned alot about how GPUs work and how to optimize other GPU code. This one is the culmination of that work; it falls back to using 64 bit math on the CPU when the GPU precision falls short. All cores of course; the TX2 had 4 useful ARM cores, and 2 semi-useful ones:
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:
I played around with the Thorn fractal code by Paul Bourke on a GPU:
An attempt to make an integer-based raytracer on the super-awesome TILE-Gx chip.
Article: Integer Raytracing on Mellanox TILE-Gx
Simple physics simulation the TX1. And a clock. I like clocks:
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:
Article: GPURay - GPU+CPU Raytracer for NVidia Tegra X1
Earlier version of the physics simulation with just spheres:
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
Again from the games department: First kill we had of Ethram-Fal in the game Age of Conan:
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:
More from games department: First kill we had of Yakhmar (T5) in the game Age of Conan:
First iteration of the TILE-Gx raytracer using floating point.
Article: Raytracing on Tilera TILE-Gx
Here it is running in my office, back in 2014: