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[Episode 4] [Theory] The Programmable Graphics Pipeline (Interview Question) - Modern OpenGL 

Mike Shah
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►Full OpenGL Series Playlist: • Introduction to OpenGL
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►Lesson Description: In this lesson I discuss at a high level the graphics pipeline-- the journey of a vertex from 3D data to your 2D screen--as I'd like to say! This lesson is intended to be a high level overview to help you understand that geometry passes through multiple stages of a pipeline on your GPU. Some of the terminology on this video is going to be new, but that's okay, as we will continue later on in the series to deeper content.
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6 окт 2024

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Комментарии : 38   
@atlasflare7824
@atlasflare7824 2 года назад
As a person who watch many OpenGL series, I believe that this is the king of all series I have watched. (in terms of how people explain the pipeline). Thank you and please continue to share OpenGL series videos.
@MikeShah
@MikeShah 2 года назад
Thank you for the kind words! More to come!
@games_are_good
@games_are_good 7 месяцев назад
You’re a great teacher
@MikeShah
@MikeShah 7 месяцев назад
Thank you for the kind words!
@dwolrdcojp
@dwolrdcojp 2 года назад
Good stuff! I was watching the cherno’s playlist on OpenGL and sometimes he gets ahead of himself while trying to code and explain the theory at the same time. Looking forward to learning more
@MikeShah
@MikeShah 2 года назад
Thank you! The Cherno is great--hopefully I put a different spin on things :)
@helena9210
@helena9210 2 года назад
I’ll following your videos on cpp and now I started studying your OpenGL videos. Fantastic material so well explained!!! Thank you.
@MikeShah
@MikeShah 2 года назад
Thank you for the kind words 🙂
@tanmayfalke7221
@tanmayfalke7221 3 дня назад
excellent explanation sir ..
@MikeShah
@MikeShah 3 дня назад
Cheers!
@stefanabreu
@stefanabreu 5 месяцев назад
amazing lecture, thanks for the hard work!
@MikeShah
@MikeShah 5 месяцев назад
Cheers, you are most welcome!
@learntolearn3063
@learntolearn3063 2 года назад
Incredibly excellent keep going thank you so much for providing good contents :-)
@MikeShah
@MikeShah 2 года назад
You are most welcome!
@HarpreetSingh-jd3tu
@HarpreetSingh-jd3tu 9 месяцев назад
Thanks for making these videos. Do you provide private tutoring/mentorship?
@MikeShah
@MikeShah 9 месяцев назад
Cheers! Not at this time -- though perhaps I would consider it for subscribing members in the future if there were enough for small groups.
@ribos2762
@ribos2762 6 месяцев назад
Is the rendering pipeline part of the OpenGL spec?
@MikeShah
@MikeShah 6 месяцев назад
This pipeline yes, effectively is what OpenGL supports (i.e. programmers view OpenGL as a set of functions to create a graphics pipeline). First page with diagram shows this: registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf :) (Of note, for compute shaders, they're more generic, and not necessarily only for rendering)
@verbalkint8745
@verbalkint8745 2 года назад
Love your videos man, thank you!
@MikeShah
@MikeShah 2 года назад
Thank you for the kind words and support!
@charlie8342
@charlie8342 Год назад
perfect explanation! thank you!
@MikeShah
@MikeShah Год назад
Cheers!
@joebosah2727
@joebosah2727 Год назад
Thanks, the white board helped. A Luta Continua (The Struggle Continues)
@MikeShah
@MikeShah Год назад
Cheers!
@yashesvi-raina
@yashesvi-raina 2 года назад
great videos!
@blaisofotso3439
@blaisofotso3439 2 года назад
Hallo Mike, can you please defferentiate between vertex and point. In vertex specification : what is setting up our geometry on the cpu? is it loading the different point coordinates on the cpu? i think that moving from 3D representation to 2D will result in loosing some points .
@MikeShah
@MikeShah 2 года назад
To be clear Vertex will refer to a 3D position in space. Point3D would mean the same thing. On occasion, I'll use 'point' in OpenGL to talk about a primitive (like a triangle), that refers to just rendering one vertex.
@ProgrammingWithRook
@ProgrammingWithRook 10 месяцев назад
can you help me understand something about indices ?
@MikeShah
@MikeShah 10 месяцев назад
See/comment on episode 16 on index buffers: ru-vid.com/group/PLvv0ScY6vfd9zlZkIIqGDeG5TUWswkMox
@ProgrammingWithRook
@ProgrammingWithRook 10 месяцев назад
@@MikeShah thank you, but it isn't needed now although i will check the link out. I was having one of those moments, when you stare at something for so long it becomes something else. :) but thank you for getting in con tact :)
@ginko3846
@ginko3846 Год назад
Thanks a lot this is valuable information
@MikeShah
@MikeShah Год назад
Cheers!
@m0r1k
@m0r1k 3 месяца назад
how long I have been searching it.. 😻
@MikeShah
@MikeShah 3 месяца назад
@@m0r1k enjoy!
@abnereliberganzahernandez6337
@abnereliberganzahernandez6337 6 месяцев назад
you should read more
@MikeShah
@MikeShah 6 месяцев назад
What reading would you suggest?
@abnereliberganzahernandez6337
@abnereliberganzahernandez6337 6 месяцев назад
@@MikeShah a more mathematical approach. jim blinn s corner a trip down the graphics pipeline. or marschner fundamentals of computer graphics. or more in depth math multiple view geometry zisserman. I need to know more about c++ i didn t even know what a link was
@MikeShah
@MikeShah 6 месяцев назад
Blinn's Corner would be nice for a software rasterization series, though it is nearly 30+ years old. Marschner's text is very good for reading -- and I would expect most folks in a graphics course may use that and supplement with my videos for application. See my series on C++ for more. @@abnereliberganzahernandez6337
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