Interactive Computer Graphics. School of Computing, University of Utah. Full Playlist: • Interactive Computer G... Course website: graphics.cs.utah.edu/courses/...
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!
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
@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~ 👏👏
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.
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.
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.
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!
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.
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?
Good catch! You are right. They are mislabeled. The "fractional_even_spacing" and "fractional_odd_spacing" labels should have been swapped on that slide.
"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.