*If you're coming from a Roblox tweet and don't understand what's going on:* this video is part of a scientific conference (where scientists present their discoveries/innovations). This one focuses on real-time graphics, the field of science behind of stuff like videogames and some special effects. It's thanks to it why videogames even exist in the first place, and why new games look very different from old ones.
03:27 Posters How-To Guide 05:18 Papers 5: Lighting & Light Transport introduction 08:05 Paper: Stochastic Substitute Trees for Real-Time Global Illumination 23:15 Paper: Real-time Subsurface Scattering with Single Pass Variance-Guided Adaptive Importance Sampling 38:15 Paper: Real-time Approximation of Photometric Polygonal Lights 52:40 Paper: Real-Time Stochastic Lightcuts 01:07:40 Paper: Interactive Simulation of Scattering Effects in Participating Media Using a Neural Network Model 01:20:02 Papers 5 Q&A: Lighting & Light Transport introduction 01:25:18 Paper Q&A: Stochastic Substitute Trees for Real-Time Global Illumination 01:20:51 01:27:30 Paper Q&A: Real-time Subsurface Scattering with Single Pass Variance-Guided Adaptive Importance Sampling Paper Q&A: Real-time Approximation of Photometric Polygonal Lights ? 01:29:22 Paper Q&A: Real-Time Stochastic Lightcuts 01:22:34 01:26:32 Paper Q&A: Interactive Simulation of Scattering Effects in Participating Media Using a Neural Network Model 01:49:11 Virtual Posters Session 01:53:09 Poster: Hybrid Ray/Voxel-Tracing Fixed Capacity Grids 01:58:57 Poster Q&A: Hybrid Ray/Voxel-Tracing Fixed Capacity Grids 02:03:42 Poster: Real Time Multi-Scale Sand Rendering 02:10:53 Poster Q&A: Real Time Multi-Scale Sand Rendering 02:18:00 Poster: Into the Graphics-verse: developing an openGL rendering engine and short in the style of `Into the Spider-verse' in a ten week period 02:22:12 Poster Q&A: Into the Graphics-verse: developing an openGL rendering engine and short in the style of `Into the Spider-verse' in a ten week period 02:31:34 Poster: 3D Behaviors for Multi-Agent Simulations with Position-Based Dynamics 02:35:36 Poster Q&A: 3D Behaviors for Multi-Agent Simulations with Position-Based Dynamics 02:45:12 Poster Live Demo: Hybrid Ray/Voxel-Tracing Fixed Capacity Grids 03:03:27 Poster Session Conclusion
00:00 Welcome 01:53 Introduction 05:43 Schedule 11:07 Papers Program 14:01 Additional Information 16:00 Posters Introduction 18:16 Poster 1: Hybrid Ray/Voxel-Tracing Fixed Capacity Grids 19:10 Poster 2: Into the Graphics-Verse: developing an openGL rendering engine and short in the style of 'Into the Spider-Verse' in a ten week period 20:06 Poster 3: 3D Behaviours for Multi-Agent Simulations with Position-Based Dynamics 21:00 Poster 4: Real Time Multi-Scale Sand Rendering 23:59 Keynote: Reconstruction Reality: From Physical World to Virtual Environments 33:44 - (Keynote) Soft Bodies: Human Tissues 40:01 - (Keynote) Soft Bodies: Cloth 49:31 - (Keynote) Multi-Agent Systems: Crowd 52:22 - (Keynote) Multi-Agent Systems: Traffic 58:18 - (Keynote) Multi-modal Display 01:08:28 - (Keynote) Q&A 01:25:51 Papers 1: Collisions & Physics Introduction 01:27:53 Paper: Local Optimisation for Robust Signed Distance Field 01:44:24 Paper: A Time-independent Deformer for Elastic-rigid Contacts 01:59:10 Paper: Real-time Muscle-based Facial Animation using Shell Elements and Force Decomposition 02:14:18 Paper Q&A: Local Optimisation for Robust Signed Distance Field 02:18:26 Paper Q&A: A Time-independent Deformer for Elastic-rigid Contacts 02:23:41 Paper Q&A: Real-time Muscle-based Facial Animation using Shell Elements and Force Decomposition 02:38:22 Papers 2: Textures & Geometry Introduction 02:40:52 Paper: A Three-Level Approach to Texture Mapping and Synthesis on 3D Surfaces 02:55:42 Paper: Procedural band patterns 03:14:57 Paper: Lossy Geometry Compression for High Resolution Voxel Scenes 03:29:28 Paper: On Histogram-preserving Blending for Randomized Texture Tiling 03:44:48 Paper Q&A: A Three-Level Approach to Texture Mapping and Synthesis on 3D Surfaces 03:48:12 Paper Q&A: Procedural band patterns 03:51:51 Paper Q&A: Lossy Geometry Compression for High Resolution Voxel Scenes 03:57:46 Paper Q&A: On Histogram-preserving Blending for Randomized Texture Tiling 04:03:26 Last words "breaking news"
1:45 this is cutting edge? the animation looks atrocious. Look up "Neural State Machine for Character-Scene Interactions" for AI Character control that actualy looks cutting-edge. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-7c6oQP1u2eQ.html
I don't understand what you mean. One is fast paced, the other is slow. Both are predicting the future, and acting according to what is required. The other video may seem better because it is at a slower pace, hence the forward prediction may seem more natural, but if you had the player move at speed it would look similar.