The Illusion of Motion: Making Magic with Textures in the Vertex Shader
In this 2017 GDC session, Tequila Works' Mario Palmero presents ways to use textures in vertex shaders as a cheaper alternative solution to established methods, and present a new technique for animation pipelines that bypasses the CPU and enables animators to increase bone counts dramatically. Register for GDC: https://ubm.io/2yWXW38 Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: / official_gdc GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

How to (Not) Create Textures for VFX

Math for Game Programmers: Juicing Your Cameras With Math

The Rain World Animation Process

How do Graphics Cards Work? Exploring GPU Architecture

How Ray Tracing (Modern CGI) Works And How To Do It 600x Faster

But what is the Fourier Transform? A visual introduction.

50 Game Camera Mistakes

Understanding shaders is easy, actually

Turing Award Winner: Disagreeing with Google, Postgres, Future Problems | Mike Stonebraker

The Insane Genius of a Formula 1 Gearbox

But what is a neural network? | Deep learning chapter 1

Vertex animation textures, beanbags and boneless animations.

Introduction to shaders: Learn the basics!

Andrej Karpathy: From Vibe Coding to Agentic Engineering w/ Stephanie Zhan

Creating the Art of ABZU

How Rockstar fit an entire city into PlayStation 2 memory

Learn the BASICS of Material Shading in BLENDER (Part 1)

Crafting A Tiny Open World: A Short Hike Postmortem

Bringing Hell to Life: AI and Full Body Animation in DOOM

