A striped retro sun setting over a red and blue neon grid floor, torn by horizontal scanline glitches
A frame from the film, taken from the file below.

Download MP4 684.6 MiBWatch on YouTube

The full 1920×1080 render, never re-encoded. On mobile data, YouTube is the lighter way to watch.

Length
2:00
Frame
1920 × 1080 (16:9)
Rate
60 fps
Video
H.264, High profile, 8-bit 4:2:0
Audio
AAC-LC, 48 kHz stereo
Bitrate
47.8 Mbit/s average
File
coldstart-1920x1080.mp4
Size
684.6 MiB (717,892,279 bytes)
SHA-256
e51e371d6c2d9961dcdccf9faacd403f6622828876f268c4c5be62bf8f303aa6
Source
fkkarakurt/demoscene/tree/main/demos/01-coldstart
Licence
MIT
In short

COLD START is a two-minute audiovisual demo at 1920×1080 and 60 frames per second: nine scenes, from volumetric dust and a raymarched tunnel to a Mandelbox and a crystal lattice, cut to a 120 BPM soundtrack synthesised by the same program. There are no image, audio or model files behind it. The film was rendered offline in 6 hours 45 minutes on a four-core laptop CPU, and the file offered here is that render, not a copy re-encoded for the web.

The first of the demos, and the one the engine was built for. Each scene owns the whole frame and is a pure function of time, so any moment can be rendered on its own without playing what came before. Nothing moves on wall-clock time: every animated value is driven off the beat and bar envelopes of the soundtrack, which is what keeps the picture in step with the music.

ScenesPermalink to “Scenes”

TimeSceneTechnique
0:00VOIDVolumetric dust, domain-warped fBm
0:08IGNITEAccelerating starfield, motion-streaked trails
0:16TUNNELRaymarched tunnel, curved spine, six-fold fluting
0:32PLASMASmooth-minimum metaballs, glass refraction
0:48MIRRORAnalytic mirror plane, procedural sky and stars
0:56FRACTUREBlock displacement, RGB separation, scanline tearing
1:04FRACTALMandelbox, orbit-trap colouring, soft shadows and AO
1:36LATTICEInfinite crystal lattice, copper bars
1:52ENDLogo, sine scroller, greetings

The raymarched scenes are distance fields rendered by sphere tracing, and the glow comes from the engine’s bloom, computed in linear light over a mip pyramid.

SoundtrackPermalink to “Soundtrack”

120 BPM, 60 bars, synthesised sample by sample: PolyBLEP oscillators into a TPT state-variable filter, ADSR envelopes, a comb-and-allpass reverb network, a ping-pong delay, and a sidechain compressor keyed off the kick. The master sits at −10.6 LUFS with 13.1 LU of loudness range. Band-limiting the oscillators is the change that stops a synthesised sawtooth from aliasing.

How it was renderedPermalink to “How it was rendered”

1920×1080 at 60 fps with two anti-aliasing samples and two temporal subsamples: every frame is rendered twice across a 0.75 shutter and averaged, which is real motion blur and close to the 270° shutter most film is shot with. That took 3.38 seconds a frame and 6 hours 45 minutes for the whole film on a four-core laptop, spread over every core by a parallel-for on an atomic counter.

It is not real time and does not need to be. A frame computed in three seconds still plays at 60 fps once it is in a video file, and that is what pays for the sample counts and the blur. The H.264 encode ran at a CRF of 14, close to visually transparent, which is why the file is as large as it is.

← Back to all demos, or see the engine behind them.