Demosceners have always been challenging themselves into creating the best looking realtime imagery under the most diverse types of hardware and software limitations. sometimes beautiful clips have been produced by executables as small as 4 kilobyte of code and data. other times millions of dynamic particles have been used for telling a story. but besides being all realtime pieces, the most interesting feature to me is that in the end, no matter how complex or simple, they all involve some amount of maths. cause in demos, by means of coding, maths provide shape of the objects, the color of their textures, the shades of their lighting and the choreography of their movements.
In this talk we will do a walk thru the world of realtime shaping, coloring, shading, lighting, animating, post processing and even sound creation thru simple formulas. examples will range from the oldschool demo effects of the early 80s such as tunnels, fractals and particle systems, to more modern realtime procedural imagery.
There will be few life coding and formula editing examples, but it will mostly be a visual presentation with more noise than text, made such that non technical people enjoy it.