У нас вы можете посмотреть бесплатно Painting with Math | Inigo Quilez или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
Inigo Quilez is a pioneer in creative coding, known for using pure mathematics to render stunning 3D visuals. In this episode, he shares how his unique path took him from demo scenes to Pixar, where he built tools to grow entire forests with code. We dive into his work on Shadertoy, why he created Quill for VR art, and his thoughts on C++, artistic expression, and building powerful tools for artists. Heart Created with Math: • Making a heart with Maths Skull Shader: https://www.shadertoy.com/view/4XsfDs Youtube Channel: / @inigoquilez Website: http://iquilezles.org/ X: https://x.com/iquilezles Wookash Podcast Show links: https://podcasters.spotify.com/pod/sh... Spotify: https://open.spotify.com/show/7tExkDJ... Apple Podcasts: https://podcasts.apple.com/us/podcast... Youtube: / @wookashpodcast RSS: https://anchor.fm/s/dd7643a4/podcast/rss X: https://x.com/wookash_podcast 4:00 - just a toy - not a job 5:50 - demoscene 8:50 - old demoscene approach 15:00 - tools vs toys and years of experience 20:00 - antialialiasing and how important is quality of final image 23:10 - VR tools 25:10 - tools for movie and 2GB of vram 33:00 - "hardcoding for something you will use only once or twice" 35:10 - "you are genius" 39:00 - move from movies to something else 43:45 - raytracing is gread 46:10 - real time rendering 47:50 - UE4 51:00 - AO colorize 51:50 - fine-tuning control of lighting 53:00 - VR movie 58:00 - heart from sphere 59:25 - UE4 tools for VR 1:01:00 - new tools to make new tools 1:01:45 - actual artist approach for tool development 1:02:55 - 3d space and technical challenges 1:03:30 - "gpus shouldn't necessarily be used to create better shading” 1:04:30 - "GPUs to help with UX” 1:06:00 - all low level languages replaced at some point 1:06:20 - artist should not think about this 1:06:45 - iterations 1:07:00 - classical artist making art for 3d VR movie 1:08:15 - more details 1:11:25 - technical challenges 1:13:25 - sane programming - do not do spaghetti pointers everywhere 1:13:50 - modern C++ 1:14:28 - "think if you do smart pointers you don't you don't understand your program" 1:14:47 - "we should ban it same as goto" 1:15:15 - understanding of program code for programmers 1:19:50 - after tool for movie 1:21:20 - VR "from super hype to...." (and same for another area now) 1:22:00 - tool to produce film quicker 1:22:35 - just draw it 1:25:15 - "headset that works" 1:25:40 - hardcore engineer as product manager 1:26:07 - shadertoy mentioned 1:29:08 - left the company reasons 1:31:20 - LLM and all these AI 1:31:35 - shadertoy 1:31:48 - "it's the YouTube for the computer graphic nerds" 1:33:20 - prototyping tool 1:35:00 - super users 1:36:45 - first version of shadertoy 1:38:10 - 2013 1:39:20 - web dev 1:40:35 - maintaining 1:43:25 - money for servers 1:46:00 - "I think I have seen I'm not going to say every shader that exists in shader toy but a huge fraction of them" 1:48:55 - adobe 1:52:10 - skills to sdf 1:54:00 - 2d artist to 3d 1:57:40 - webgl webgl2 opengl3 2:03:20 - math 2:07:25 - videos editing/youtube channel 2:13:10 - tiktok/insta 2:13:55 - time/work 2:17:08 - socials media brain fragmented 2:18:45 - time 2:19:45 - "advice for people who starting now" 2:22:40 - reinventing the wheel