Interactive Graphics 16 - Shadow Mapping

Ғылым және технология

Interactive Computer Graphics.
School of Computing, University of Utah.
Full Playlist: • Interactive Computer G...
Course website: graphics.cs.utah.edu/courses/...

Пікірлер: 21

  • @n-man6964
    @n-man6964 Жыл бұрын

    This is a perfect format for me. Simple background, just talking, no music, no crazy animations. Just good slides with detailed enough explanation. I love implementation and programming videos, but these lectures... don't change it!

  • @billedtrain3806
    @billedtrain380610 ай бұрын

    Best in-depth explanation I've ever seen. I'm using shadow map technique to render a viewcone and this video enabled me to actually do it in 2 weeks and before that I did not even know what a Shader is. Thank you a thousand times

  • @rupeshmandke
    @rupeshmandke2 жыл бұрын

    Another gem from cem! Thanks for including PCF shadows to this, the amount of easy to understand material is so scarce on that topic.

  • @user-et7ej3ip4t
    @user-et7ej3ip4t Жыл бұрын

    This is the best explanation of the shadow mapping technique!! Thank you very much!!!

  • @carljosephyounger
    @carljosephyounger3 ай бұрын

    Excellent. Thanks.

  • @forms809
    @forms8092 жыл бұрын

    Are you considering making a youtube playlist for CS 6620: Ray tracing for Graphics? Thanks so much for providing this!

  • @PixelPulse168

    @PixelPulse168

    Жыл бұрын

    vote it up

  • @DasAntiNaziBroetchen
    @DasAntiNaziBroetchen Жыл бұрын

    One use case for GL_DEPTH_COMPONENT16 is for example speeding up volumetric fog shadows. Instead of sampling a higher precision shadow map (to get PCF), you sample a 16 bit one (ideally also at a lower resolution). The precision is enough, since shadow acne isn't really an issue here.

  • @poppop101010
    @poppop101010 Жыл бұрын

    Came here cz shadow mapping explanation from threejs-journey course was bad. This video is golden. Thank you for opening this lecture in the public.

  • @chyrvonykastrychnik4819
    @chyrvonykastrychnik48196 ай бұрын

    Love your lectures

  • @HylianEvil
    @HylianEvil2 жыл бұрын

    Thank you!

  • @tonygnavo2468
    @tonygnavo2468 Жыл бұрын

    Super usefull!

  • @iamvfx
    @iamvfx2 жыл бұрын

    Cool stuff.

  • @CitizenWarwick
    @CitizenWarwick4 ай бұрын

    Thanks!

  • @cacheman
    @cacheman2 жыл бұрын

    39:00 Presumably you could use glClipControl() to reconfigure clip-space to have the range 0-1, and then you could use the same matrix.

  • @DasAntiNaziBroetchen
    @DasAntiNaziBroetchen Жыл бұрын

    32:45 I am skeptical that using an "expensive fragment shader" for a depth only render pass would do anything. Considering how Vulkan is structured where the entire pipeline state gets compiled into a pipeline object, I'd say the OpenGL driver will just recompile the shader under the hood, so it doesn't do anything. I have not profiled this though.

  • @pygmalion8952
    @pygmalion89526 ай бұрын

    helal olsun hocam

  • @MrMariozzz78
    @MrMariozzz782 ай бұрын

    can i use this code with pre 2.0 opengl or i need a shader linguage for that?

  • @samxu5320
    @samxu53202 жыл бұрын

    Could you talk about GI in next video.

  • @cem_yuksel

    @cem_yuksel

    2 жыл бұрын

    Not in the next video, but we'll get there.

  • @robfitzsimmons8003
    @robfitzsimmons80032 жыл бұрын

    Dude, you are awesome. Love how you looked through the camera at kzread.info/dash/bejne/fJyj0tNrnM7gfbQ.html

Келесі