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Interactive Graphics 18 - Tessellation Shaders 

Cem Yuksel
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Interactive Computer Graphics.
School of Computing, University of Utah.
Full Playlist: • Interactive Computer G...
Course website: graphics.cs.utah.edu/courses/...

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23 июл 2024

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Комментарии : 37   
@Tharindu87
@Tharindu87 5 месяцев назад
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
@zarblitz 2 месяца назад
As an aspiring tech artist (maybe one day!) on a self-learning journey, your videos are invaluable. Thank you.
@HylianEvil
@HylianEvil 2 года назад
You videos reignite my passion for computer graphics. Thank you
@MrFacciolone
@MrFacciolone Год назад
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
@pyoneerC
@pyoneerC 3 месяца назад
this is top notch education, thank you so much Cem
@KidusYohannes
@KidusYohannes 2 года назад
This is my favorite course! Great lecture as always professor.
@chuang-yucheng8665
@chuang-yucheng8665 2 года назад
I am working for a GPU company, your video is great and really usefully :)
@murrischcat9098
@murrischcat9098 Год назад
WOW! This is incredibly helpful! I will binge all your videos
@maksymiliank5135
@maksymiliank5135 Год назад
This is great. I absolutely love your lectures! The explanations are very clear.
@CodeParticles
@CodeParticles Год назад
@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~ 👏👏
@PixelPulse168
@PixelPulse168 Год назад
Great tutorial for tessellation shaders. Thanks
@kubatpav
@kubatpav Год назад
Amazing lesson, as always.
@dreamisover9813
@dreamisover9813 Год назад
Just found this channel, love the topics!
@sehzadeselim863
@sehzadeselim863 6 месяцев назад
Thanks to you I fell in love with tessellation
@HariprasadCR
@HariprasadCR Год назад
Loved the explanation
@joeyninteen175
@joeyninteen175 Год назад
Aswsome course! It is very intuitive and vivid, and it can be understood by a beginner like me.
@avarise5607
@avarise5607 5 месяцев назад
Showing it in GPU pipeline makes it so clear! I now underatand why this tech exists
@yessicadanielahernandez6348
@yessicadanielahernandez6348 3 месяца назад
Amazing explanation!!! New Sub!
@2002budokan
@2002budokan 2 года назад
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 Год назад
Nice course Sir kindly can you share us material?
@xiangzhou9126
@xiangzhou9126 10 месяцев назад
Tessellation shader was introduced in GLSL 400 instead of GLSL 410?
@permindersingh4844
@permindersingh4844 4 месяца назад
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 Год назад
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 Год назад
You can generate more detail with code. Also, a heightfield can indeed take up much less space.
@DasAntiNaziBroetchen
@DasAntiNaziBroetchen Год назад
One vertex position: 3 floats = 12 bytes One height map texel: 8 bits
@dennisrkb
@dennisrkb Год назад
Can you send a single triangle to the gpu and then tesselate it into an entire model?
@cem_yuksel
@cem_yuksel Год назад
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.
@omnithewolf3628
@omnithewolf3628 Год назад
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 Год назад
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.
@hongfredrick2761
@hongfredrick2761 Год назад
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 Год назад
Good catch! You are right. They are mislabeled. The "fractional_even_spacing" and "fractional_odd_spacing" labels should have been swapped on that slide.
@allocator7520
@allocator7520 Год назад
German shaders wo? :d (in the titles)
@user-vo1rp4vv2v
@user-vo1rp4vv2v Год назад
Is there a universal way to subdivide a highly simplified OBJ format model back into its original appearance?
@DasAntiNaziBroetchen
@DasAntiNaziBroetchen Год назад
No
@memorycl
@memorycl 2 года назад
"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.
@zhongyijiang4615
@zhongyijiang4615 2 года назад
Phi!
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