Interactive Computer Graphics. School of Computing, University of Utah. Full Playlist: • Interactive Computer G... Course website: graphics.cs.utah.edu/courses/...
Жүктеу.....
Пікірлер: 21
@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!
@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
@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 Жыл бұрын
This is the best explanation of the shadow mapping technique!! Thank you very much!!!
@carljosephyounger3 ай бұрын
Excellent. Thanks.
@forms8092 жыл бұрын
Are you considering making a youtube playlist for CS 6620: Ray tracing for Graphics? Thanks so much for providing this!
@PixelPulse168
Жыл бұрын
vote it up
@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 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.
@chyrvonykastrychnik48196 ай бұрын
Love your lectures
@HylianEvil2 жыл бұрын
Thank you!
@tonygnavo2468 Жыл бұрын
Super usefull!
@iamvfx2 жыл бұрын
Cool stuff.
@CitizenWarwick4 ай бұрын
Thanks!
@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 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.
@pygmalion89526 ай бұрын
helal olsun hocam
@MrMariozzz782 ай бұрын
can i use this code with pre 2.0 opengl or i need a shader linguage for that?
@samxu53202 жыл бұрын
Could you talk about GI in next video.
@cem_yuksel
2 жыл бұрын
Not in the next video, but we'll get there.
@robfitzsimmons80032 жыл бұрын
Dude, you are awesome. Love how you looked through the camera at kzread.info/dash/bejne/fJyj0tNrnM7gfbQ.html
Пікірлер: 21
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!
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
Another gem from cem! Thanks for including PCF shadows to this, the amount of easy to understand material is so scarce on that topic.
This is the best explanation of the shadow mapping technique!! Thank you very much!!!
Excellent. Thanks.
Are you considering making a youtube playlist for CS 6620: Ray tracing for Graphics? Thanks so much for providing this!
@PixelPulse168
Жыл бұрын
vote it up
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.
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.
Love your lectures
Thank you!
Super usefull!
Cool stuff.
Thanks!
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.
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.
helal olsun hocam
can i use this code with pre 2.0 opengl or i need a shader linguage for that?
Could you talk about GI in next video.
@cem_yuksel
2 жыл бұрын
Not in the next video, but we'll get there.
Dude, you are awesome. Love how you looked through the camera at kzread.info/dash/bejne/fJyj0tNrnM7gfbQ.html