Interactive Graphics 18 - Tessellation Shaders

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: 37

  • @Tharindu87
    @Tharindu875 ай бұрын

    I’m professional developer who self started my journey into computer graphics. Couldn’t wrap my head around the tessellation shader intro in realtime rendering fourth edition so watched this and my mind is blown. Thank you so much for making these lectures public so we can all learn!

  • @zarblitz
    @zarblitz2 ай бұрын

    As an aspiring tech artist (maybe one day!) on a self-learning journey, your videos are invaluable. Thank you.

  • @HylianEvil
    @HylianEvil2 жыл бұрын

    You videos reignite my passion for computer graphics. Thank you

  • @MrFacciolone
    @MrFacciolone Жыл бұрын

    found this while looking for some tessellation demonstration and it blew my mind. The explanation of the shader stages is the best I ever found since I discovered tessellation existed, and the cloth model at the end left me speechless. Thx for the quality teachings

  • @KidusYohannes
    @KidusYohannes2 жыл бұрын

    This is my favorite course! Great lecture as always professor.

  • @pyoneerC
    @pyoneerC3 ай бұрын

    this is top notch education, thank you so much Cem

  • @chuang-yucheng8665
    @chuang-yucheng86652 жыл бұрын

    I am working for a GPU company, your video is great and really usefully :)

  • @murrischcat9098
    @murrischcat9098 Жыл бұрын

    WOW! This is incredibly helpful! I will binge all your videos

  • @PixelPulse168
    @PixelPulse168 Жыл бұрын

    Great tutorial for tessellation shaders. Thanks

  • @maksymiliank5135
    @maksymiliank5135 Жыл бұрын

    This is great. I absolutely love your lectures! The explanations are very clear.

  • @CodeParticles
    @CodeParticles Жыл бұрын

    @Cem Yuksel, thank you sir for this terrific upload. I was very hesitant on jumping into Tessellations because even after all these years there's barely any in depth introductions on them but you made it so much easier to understand! Cheers~ 👏👏

  • @avarise5607
    @avarise56075 ай бұрын

    Showing it in GPU pipeline makes it so clear! I now underatand why this tech exists

  • @yessicadanielahernandez6348
    @yessicadanielahernandez63484 ай бұрын

    Amazing explanation!!! New Sub!

  • @kubatpav
    @kubatpav Жыл бұрын

    Amazing lesson, as always.

  • @joeyninteen175
    @joeyninteen175 Жыл бұрын

    Aswsome course! It is very intuitive and vivid, and it can be understood by a beginner like me.

  • @dreamisover9813
    @dreamisover9813 Жыл бұрын

    Just found this channel, love the topics!

  • @HariprasadCR
    @HariprasadCR Жыл бұрын

    Loved the explanation

  • @sehzadeselim863
    @sehzadeselim8636 ай бұрын

    Thanks to you I fell in love with tessellation

  • @2002budokan
    @2002budokan2 жыл бұрын

    Çok güzel anlatım, yeni başlayanlar için çok gerekli bir kurs, muhteşem sunum. Günümüzde GPU pipeline'ı bilmeden grafik programlamak mümkün değil. Tesellation nedir? Neden gerekli? Hangi problemleri çözüyor? Pipeline'ın neresindedir? Cem tüm bunları tek tek cevaplarken öğrenmek, hem bu garip isimlerin akılda kalmasını kolaylaştırıyor, hem de öğrenimi eğlenceli kılıyor.

  • @aneebkaramat7482
    @aneebkaramat7482 Жыл бұрын

    Nice course Sir kindly can you share us material?

  • @xiangzhou9126
    @xiangzhou912610 ай бұрын

    Tessellation shader was introduced in GLSL 400 instead of GLSL 410?

  • @permindersingh4844
    @permindersingh48444 ай бұрын

    If i need dynamic level of details for large and complex chemical molecules. is it possible via geometry shaders or through Tessellation ???

  • @elronnd_9515
    @elronnd_9515 Жыл бұрын

    I don't understand how you can generate more detail on the fly from simple geometry; do you know anywhere I can read more about this? Is it basically a simple decompression algorithm? Generating the teapot geometry on the fly makes sense (presumably from a height map or something), but surely the height map takes up more space than the corresponding geometry would if represented as vertices from the start.

  • @cem_yuksel

    @cem_yuksel

    Жыл бұрын

    You can generate more detail with code. Also, a heightfield can indeed take up much less space.

  • @DasAntiNaziBroetchen

    @DasAntiNaziBroetchen

    Жыл бұрын

    One vertex position: 3 floats = 12 bytes One height map texel: 8 bits

  • @memorycl
    @memorycl2 жыл бұрын

    "Hull" is the mathematics term for the geometry domain in question. Believe it or not, Microsoft is more technically correct here...Khronos applied the layman's naming convention.

  • @allocator7520
    @allocator7520 Жыл бұрын

    German shaders wo? :d (in the titles)

  • @dennisrkb
    @dennisrkb Жыл бұрын

    Can you send a single triangle to the gpu and then tesselate it into an entire model?

  • @cem_yuksel

    @cem_yuksel

    Жыл бұрын

    That sounds more like how mesh shaders work. With tessellation shaders, you can generate a large (but limited) number of connected triangles from a single triangle, but not a mesh with an arbitrary topology.

  • @hongfredrick2761
    @hongfredrick2761 Жыл бұрын

    In reviewing the content at 35:44, I believe there may be some mistakes. The examples given for fractional_odd_spacing and fractional_even_spacing appear to be reversed when compared to the OpenGL wiki. From my understanding, the examples provided in the OpenGL wiki seem more logical to me. For some reasons I can not post link here ,I get it from google by keyword like"Fractional odd spacing principle".Could you tell me what's going wrong here?

  • @cem_yuksel

    @cem_yuksel

    Жыл бұрын

    Good catch! You are right. They are mislabeled. The "fractional_even_spacing" and "fractional_odd_spacing" labels should have been swapped on that slide.

  • @omnithewolf3628
    @omnithewolf3628 Жыл бұрын

    Hiii! Does anyone know if anyone’s working on an AI that does Dynamic tessellation/Dynamic topology (for 3D models) and meshes, UV and weighting? Would love to get that ball rolling for future 3D artist!

  • @DasAntiNaziBroetchen

    @DasAntiNaziBroetchen

    Жыл бұрын

    What you said are a bunch of buzzwords thrown together and I cannot gain any meaning from it. Also, please stop going around trying to "get the ball rolling" by making other people implement your idea (for free). If you want to get the ball rolling, start making something.

  • @user-vo1rp4vv2v
    @user-vo1rp4vv2v Жыл бұрын

    Is there a universal way to subdivide a highly simplified OBJ format model back into its original appearance?

  • @DasAntiNaziBroetchen

    @DasAntiNaziBroetchen

    Жыл бұрын

    No

  • @zhongyijiang4615
    @zhongyijiang46152 жыл бұрын

    Phi!

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