Introduction to Computer Graphics. School of Computing, University of Utah. Full playlist: • Introduction to Comput... Course website: graphics.cs.utah.edu/courses/...
Жүктеу.....
Пікірлер: 18
@Maceta4443 жыл бұрын
You are killing it with this series man! Please keep uploading.
@rishikhanna1489 Жыл бұрын
Cem, the best at teaching and funnny, you make things very interesting and very very easy to learn. Please give guest lectures in many universities mainly in foreign countries. Many are not aware of how fun Graphics is, please inspire others!! . Your always welcome to India!!
@halimeteke15312 жыл бұрын
Thank you for the videos!
@anuragparcha44835 ай бұрын
Thanks for the great lecture! Would Ptex (Per face Textures) method of applying textures have the drawback of having limited number of textures per fragment shader?
@khoavo57583 ай бұрын
I was fully convinced that texture was you with a beard.
@katanamajesty
2 ай бұрын
it is him tho
@khoavo5758
2 ай бұрын
@@katanamajesty He said it wasn’t in the video
@gopalprajapat5057 Жыл бұрын
nice video sir thanks
@tanganke58453 жыл бұрын
thanks!
@pravinpoudel1307 Жыл бұрын
awesome
@ThomasSmithTechArtist3 жыл бұрын
thanks
@kailiu1863 Жыл бұрын
Best lecture ever! How can I get the slide?
@mohsenzare251110 ай бұрын
I have two question: If we pass lower resolution texture into fragment function, it only take less space on VRAM or it also help to reduce the process done for sampling that texture? The second one is that the limitation you mentioned for the amount of the texture in each fragment shader can be avoided with Array Texture right?
@Sae-ez3dx2 жыл бұрын
Cem thanks for your lessons. Can I call the procedural textures that you have mentioned as PROCEDURAL MATERIALS, Like what we doing with Substance designer and UE4? I think it's the same. Isn't it? Basically, texture units go to the vertex shader means, the height map that uses for tessellation which needs to be done inside the Vertex shader, and the Texture units are in GPU known as TMU (Texture mapping units) if I am not wrong.
@cem_yuksel
2 жыл бұрын
It depends on the definition. Any texture you generate (typically on-the-fly) using code can be considered a procedural texture.
@hselinsons4 ай бұрын
Thank you very much! One question: When the texture is used in Vertex shader, will texture coordinate be interpolated?
@cem_yuksel
4 ай бұрын
Interpolation happens only when per-vertex data is passed to the fragment/pixel shader. If you read data from a texture in the vertex shader and send the data to the fragment/pixel shader, the fragment/pixel shader will get the interpolated data.
@hselinsons
4 ай бұрын
@@cem_yukselThanks. I was thinking what difference will it make when texture is used in Fragment Shader and Vertex Shader. From the lecture, I can make out that texture2D needs texture uniform and texCoord to sample texture. When texture2D used in FS, texCoord is received as a varying which in turn is interpolated texture coodrinate. When texture2D used in VS, texCoord will be received as a part of attribute, so texture will be sampled only at texCoord that app passes. That means less smooth texturing? To increase the quality, the object need to be denser(more vertex) so that texture can be sample appropriately. Is this understanding right?
Пікірлер: 18
You are killing it with this series man! Please keep uploading.
Cem, the best at teaching and funnny, you make things very interesting and very very easy to learn. Please give guest lectures in many universities mainly in foreign countries. Many are not aware of how fun Graphics is, please inspire others!! . Your always welcome to India!!
Thank you for the videos!
Thanks for the great lecture! Would Ptex (Per face Textures) method of applying textures have the drawback of having limited number of textures per fragment shader?
I was fully convinced that texture was you with a beard.
@katanamajesty
2 ай бұрын
it is him tho
@khoavo5758
2 ай бұрын
@@katanamajesty He said it wasn’t in the video
nice video sir thanks
thanks!
awesome
thanks
Best lecture ever! How can I get the slide?
I have two question: If we pass lower resolution texture into fragment function, it only take less space on VRAM or it also help to reduce the process done for sampling that texture? The second one is that the limitation you mentioned for the amount of the texture in each fragment shader can be avoided with Array Texture right?
Cem thanks for your lessons. Can I call the procedural textures that you have mentioned as PROCEDURAL MATERIALS, Like what we doing with Substance designer and UE4? I think it's the same. Isn't it? Basically, texture units go to the vertex shader means, the height map that uses for tessellation which needs to be done inside the Vertex shader, and the Texture units are in GPU known as TMU (Texture mapping units) if I am not wrong.
@cem_yuksel
2 жыл бұрын
It depends on the definition. Any texture you generate (typically on-the-fly) using code can be considered a procedural texture.
Thank you very much! One question: When the texture is used in Vertex shader, will texture coordinate be interpolated?
@cem_yuksel
4 ай бұрын
Interpolation happens only when per-vertex data is passed to the fragment/pixel shader. If you read data from a texture in the vertex shader and send the data to the fragment/pixel shader, the fragment/pixel shader will get the interpolated data.
@hselinsons
4 ай бұрын
@@cem_yukselThanks. I was thinking what difference will it make when texture is used in Fragment Shader and Vertex Shader. From the lecture, I can make out that texture2D needs texture uniform and texCoord to sample texture. When texture2D used in FS, texCoord is received as a varying which in turn is interpolated texture coodrinate. When texture2D used in VS, texCoord will be received as a part of attribute, so texture will be sampled only at texCoord that app passes. That means less smooth texturing? To increase the quality, the object need to be denser(more vertex) so that texture can be sample appropriately. Is this understanding right?