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Interactive Graphics 16 - Shadow Mapping 

Cem Yuksel
Подписаться 16 тыс.
Просмотров 12 тыс.
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4 сен 2024

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Комментарии : 21   
@n-man6964
@n-man6964 Год назад
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
@billedtrain3806 Год назад
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
@rupeshmandke 2 года назад
Another gem from cem! Thanks for including PCF shadows to this, the amount of easy to understand material is so scarce on that topic.
@forms809
@forms809 2 года назад
Are you considering making a youtube playlist for CS 6620: Ray tracing for Graphics? Thanks so much for providing this!
@PixelPulse168
@PixelPulse168 Год назад
vote it up
@user-et7ej3ip4t
@user-et7ej3ip4t Год назад
This is the best explanation of the shadow mapping technique!! Thank you very much!!!
@DasAntiNaziBroetchen
@DasAntiNaziBroetchen Год назад
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.
@carljosephyounger
@carljosephyounger 4 месяца назад
Excellent. Thanks.
@poppop101010
@poppop101010 Год назад
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
@chyrvonykastrychnik4819 7 месяцев назад
Love your lectures
@HylianEvil
@HylianEvil 2 года назад
Thank you!
@pygmalion8952
@pygmalion8952 7 месяцев назад
helal olsun hocam
@DasAntiNaziBroetchen
@DasAntiNaziBroetchen Год назад
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.
@CitizenWarwick
@CitizenWarwick 6 месяцев назад
Thanks!
@cacheman
@cacheman 2 года назад
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.
@tonygnavo2468
@tonygnavo2468 Год назад
Super usefull!
@MrMariozzz78
@MrMariozzz78 4 месяца назад
can i use this code with pre 2.0 opengl or i need a shader linguage for that?
@iamvfx
@iamvfx 2 года назад
Cool stuff.
@robfitzsimmons8003
@robfitzsimmons8003 2 года назад
Dude, you are awesome. Love how you looked through the camera at ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Jhopq2lkzMQ.html
@samxu5320
@samxu5320 2 года назад
Could you talk about GI in next video.
@cem_yuksel
@cem_yuksel 2 года назад
Not in the next video, but we'll get there.
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