
A 100× performance speedup shipped to Cap, the open-source screen recorder.
The Hook
“(No spoken dialogue — ambient visual with a subtle, rhythmic pulse implied by the visual changes.)”
Problem Agitation
“(No spoken dialogue — ambient visual with a subtle, rhythmic pulse implied by the visual changes.)”
Product Reveal
“(No spoken dialogue — ambient visual with a subtle, rhythmic pulse implied by the visual changes.)”
Feature Teaser
“(No spoken dialogue — ambient visual with a subtle, rhythmic pulse implied by the visual changes.)”
Synthesizable in Remotion · key components of the quad-panel-shader-comparison template.
A 2x2 grid layout where each cell displays a distinct, continuously animating shader output. The content within each panel evolves independently or in synchronized patterns.
Utilize Remotion's <AbsoluteFill> for the main container. Create four child <AbsoluteFill> components, each positioned and sized to form a quadrant. Inside each quadrant, render a custom WebGL shader component, passing different uniform values or shader programs to each to achieve distinct visual effects. Animate uniform values over time using `interpolate()` or `spring()` for continuous motion.
A single shader output that continuously transforms its internal patterns, colors, and textures over time, creating a fluid, organic, or geometric evolution.
Implement a Remotion component that renders a WebGL shader. Animate key shader uniform variables (e.g., time, frequency, amplitude, color shifts) using `useCurrentFrame()` and `interpolate()` to drive the continuous morphing effect. Consider using noise functions or complex mathematical patterns within the shader itself for rich visual transformations.
A subtle, rhythmic visual pulse or intensification within one specific panel of a grid, drawing attention to its superior performance or visual quality.
Apply a subtle scaling, glow, or color saturation animation to the target panel's container or directly within its shader. Use `spring()` with a low damping ratio for a gentle, continuous pulse, or `sequence()` with `interpolate()` for a more distinct, repeating emphasis. Ensure the effect is noticeable but not distracting from the core shader animation.
Purpose. Establish the baseline and current state of performance across different shader implementations.
Execution. Four distinct shader outputs are displayed simultaneously, each with a unique visual pattern representing its performance characteristics.
Purpose. Visually agitate the problem by showing the limitations or less optimal performance of existing methods.
Execution. The 'baseline' and 'retained pipeline' panels show less dynamic or less visually appealing patterns compared to the 'DXC dynamic taps' panel, which hints at superior capability.
Purpose. Introduce the new technology ('DXC dynamic taps') as the superior solution.
Execution. The 'DXC dynamic taps' panel begins to exhibit more complex, fluid, and visually 'better' patterns, subtly outperforming the others.
Purpose. Conclusively demonstrate the significant performance improvement offered by the new solution.
Execution. The 'DXC dynamic taps' panel consistently displays the most intricate and responsive visual effects, serving as a continuous, compelling demonstration of the '100x speedup'.
Objective
Demonstrate the real-time data processing speed of a new AI inference engine compared to older versions.How the recipe adapts
The 2x2 grid will show four different AI inference engines. Each panel will visualize data throughput as a continuously evolving particle system or a dynamic graph. The 'New AI Engine' panel will display a significantly denser, faster-moving, and more complex particle flow or graph animation, visually representing its superior processing speed and efficiency compared to 'Legacy Engine 1', 'Legacy Engine 2', and 'Optimized Previous Version'.Scene durations (4 scenes, 6s)
Key Remotion components

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