We have a few potential topics for an upcoming video but can't narrow it down to one. Which would you pick? 1) How Lasers Work? 2) How Bitcoin Mining Works? 3) How Transistors Work? 4) How WiFi Works? 5) Recommend something else. FYI- we are already planning videos on GPU Architecture, CPU Arch, Generative AI, and Quantum Computers. The problem is that each of these requires a mountain of research and script writing/ editing to get a cohesive lesson. Therefore, we try to mix in videos that still cover complex topics but have a more straightforward script. For Example, for explaining CPUs- there are just sooo many different directions and ways to write the script vs. how bitcoing mining works a little more straightforward (yet still complex) of a script. Also, for my computer (Teddy) and the lead animator (Mike), we both use 3090ti graphics cards.
A video on WiFi would be excellent! Would love to see explanations of: - The different bands (2.4/5/6GHz) and how they interact with their environments, why some can go through walls, why multiple sources of the same frequency band operating on the same channel can interfere with each other. - How WiFi compares to Bluetooth/long lines/radio/etc. - Access points and how they operate together in large workspaces.
hopefully they keep it that way and find amazing sponsors and also get paid well from RU-vid itself. content like this should be accessible to everyone, at any time. this info can help so many curious minds grasp such complex topics as these. much, much love!
I love how contemporary your videos are. Most educational content, especially in computer science, tends to refer to outdated technology and/or use outdated figures, but you always use the state of the art that's currently available, which is very refreshing.
@@jonathansung8197 In your race to be a smartass you only showed how you didn't understand their comment. In the video he not only goes over how the core concepts were outlined decades ago, but how they're achieved on modern computing hardware. Hence, contemporary.
Revelation 3:20 Behold, I stand at the door, and knock: if any man hear my voice, and open the door, I will come in to him, and will sup with him, and he with me. HEY THERE 🤗 JESUS IS CALLING YOU TODAY. Turn away from your sins, confess, forsake them and live the victorious life. God bless. Revelation 22:12-14 And, behold, I come quickly; and my reward is with me, to give every man according as his work shall be. I am Alpha and Omega, the beginning and the end, the first and the last. Blessed are they that do his commandments, that they may have right to the tree of life, and may enter in through the gates into the city.
@@LuisSierra42 everything they described (with the exception of the RTX GPUs and gaming) in the video was already established by the late 80s (BVH, global illumination, etc.). They didn't even mention anything about metropolis light transport, monte carlo methods, or photon mapping which were innovations of the 90s. This video is a basic introduction to ray tracing, and is not state of the art in any way. The only modern part it covers is the real-time applications for gaming where they make visual sacrifices for the sake of performance. If it were state of the art, it would also cover wave optics simulation (2024), which computes light as a wave as opposed to a ray, producing inference visual effects such as the rainbow glimmer of a CD.
Man, people who both created this video and the entire ecosystem for CGI like video cards, the way they work, etc. are so genius. It is unbelievable how complex this subject is.
Once again, an amazing video and a perfect follow up to the one about rasterization. As a professional in the industry, I will be using this video for introducing new-comers to the field. Thank you for helping the community grow🙏
Funny how I watched this video while waiting for my render to finish... Stopped my render mid video, finished the video and made adjustments in blender based on the info I got from the bid. I now even understand the text that you get before the render starts (blender) BVH etc. This is quality content.
30 years to get to a stage where Path tracing was possible, now we have a RU-vidr using similar software on a High spec home PC creating us videos on how it was made possible, crazy times.
my uni final animation project took 6 days on 3 pc with 1.2 ghz procs and 256 mb of ram back in 2001, thinking this same project would take less than an hour on my actual hardware is crazy
<a href="#" class="seekto" data-time="1557">25:57</a> What you're describing here isn't Lumen, but Lightmass, Unreal Engine's light baking system. Lumen doesn't bake lighting, instead it dynamically samples lighting along a set of low resolution screen-space and world-space probes, then resolves the lighting stored in the probes against the actual screen geometry. EDIT: Want to say that your visualisation of screen-space raytracing is probably the best I've ever seen, as it does an excellent job at showing the lack of information for off-screen and occluded surfaces. Whoever pitched that visualisation for the video, well done.
Ah, this is a good distinction. I spent many days trying to work through exactly what techniques Lumen used, and I was aware of the world-space probes, but needed to keep it to just a few examples of ray tracing in video games. Sorry that we mixed up lightmass and lumen. Also thanks for liking our screen-space!! It took a good amount of time to dynamically figure out the correct node setup in blender to have the scene change based on the 'camera view' / a set of planes to cut things up.
@@BranchEducation Lumen part is very inaccurate in video, but rest are so well made! Lumen is pretty complex algorithm that uses combination of distance fields, surface cards, screen space tracing and voxel tracing to achieve its results and would probably take 5-10 minutes if you wanted to explain it on detail. Heck you could make another advanced ray tracing video that covers Lumen's software and hardware paths, ReSTIR, radiance cascades and so on. If you guys contact Brian Karis, I'm sure he would be willing to help you clarify how Lumen works.
Every time I see a new Branch Education video in my feed, I think: "Time to get a little smarter." I haven't even started watching the video yet, but I'm leaving this comment because I know it's always done with the highest quality. Thank you very much Branch Education!
As a Blender user, I have watched several videos on Ray Tracing. I can say that this is by far the best and most in-depth explanation I've ever come across. I've added it to my bookmarks.
I don't usually comment. In fact this is my first ever YT comment. This channel deserves to be highlighted by YT. Such incredible detail and knowledge at free of cost! Just insane. RESPECT 💯
Its kinda insane the level of detail and complexity in these videos! Slick animations with extremely good sense of how to explain and teach. Brilliant, amazing stuff, and im baffled that this is free..
It’s astounding how complex ray tracing is and just how well made this video is..I knew it was very complex, if anything after your explanation, it seems even more improbable and more impressive that any CGI is ever done.
This video hits all the marks for me, it's top quality and incredibly well put together. From the rich subject knowledge, presented in a very palatable way for someone with less technical knowledge, while still getting to the nitty gritty. That's topped off with a streamlined script and narration, complemented by a well thought out, clear, easy to follow and well choreographed animation. 👏👏👏
I started ray tracing with POVRay back in the day even before programs like Moray came out. All text based and written in the programming script. I remember waiting overnight for my renders to finish. Awesome content.
i just want to say I never really thought I'll see something like this,in this caliber and quality you guys are doing absolutely outstanding work,and hands down one of the best channels out there for those type of things
I've not watched the video but I'm writing this comment for my friend who made animations from <a href="#" class="seekto" data-time="150">2:30</a> to <a href="#" class="seekto" data-time="960">16:00</a>, and I want to say that you are working with the best chlenderist of all time, keep working with him, Sherdil Dovronov SILA 🇺🇿
I wish superb-quality videos like this one would be around sooner. I could sit for 3 hours of content like this but struggled to focus for 30 minutes during university classes on the same topic. So it wasn't a matter of lack of interest on the subject but rather how it was delivered. Glad that we nowadays have access to much more interactive options for educating ourselves.
Great video as usual!! One small inaccuracy i noticed around <a href="#" class="seekto" data-time="200">3:20</a> is that normally you don't simply apply a texture to your model, instead you create and apply a material that consist of several different "textures", for example the actual surface texture, a normal map, a diffuse map and a specular map. I believe it's important to distinguish between the two in order to avoid confusion. EDIT: Back in the days of rasterization it was more common to simply apply a texture to your surface but the standard today is materials.
Haha, we're very aware of the complexity of textures on models. We just needed to make a simplified description of building a 3D scene before we dove into Ray / Path Tracing. Like- we skipped the entirety of keyframing/rigging.
Amazing! This is like the modern equivalent of those old mechanical education videos. Like the one explaining a car gear box, or the one explaining differential steering from the late '30s which were the golden standard of explanation. They were made so clear anybody could follow these complex processes even if not understanding fully. I think the people who worked out the logistics of the concept would've loved to have had this as reference.
As a gamer for well, ever, as well as a pretty avid Blender user these days to both learn, game mod, and render scenes for others, this video was INCREDIBLY well-made! I instantly recognized the Blender scenes you loaded and chuckled as I've benched those numerous times with advancing hardware. It is pretty amazing how far we've come in such a short time - for example, while not a feature-film, simply compare the original FFVII Playstation opening from 1997 to the Remake's version in ~2022 for an example of how GPU and compute power have evolved. It's great that GPUs are still advancing rapidly and are not stuck in CPU 4-core hell, haha. The aspects covering BVH and other RT forms was great too as while I knew what they were, learning more is always good. Keep up the great work!
This channel is one of the best I’ve come across, and it’s surprising that you have only 1.85M subscribers-this content deserves so much more recognition! Unfortunately, many people today spend hours scrolling through TikTok, Instagram, RU-vid Shorts, etc., missing out on the kind of educational content that could truly impact their lives. Offering such high-quality content for free is incredible, and I deeply appreciate your effort. I hope your channel continues to grow as more people discover the value of what you provide. Thank you, and keep up the amazing work!
<a href="#" class="seekto" data-time="790">13:10</a> so basically the camera acts exactly like the human eye. Except there is no human, no eye, no real light source or real object to be seen, its all just computers.. so insanely cool
People keep saying ray traced games aren't optimized enough even a 4090 needs dlss and whatever else. But after watching this, a game uses any form of ray tracing at all is a miracle 😅
That's exactly the point people aren't looking at. Having working real time ray tracing, even on some lower end hardware such as RTX 3060 or 4060, it's just a miracle and we are inches away of real time true photorealism. Each generations are just way better at tracing rays. It also accelerates game dev, but since performance is still an issue for now and we don't see much of it. With it, we'll also see more physics based interactions because now, lighting is done automatically and correctly whenever something moves. But in the next years, game dev will definitely be faster with ray tracing in mind and the absence of engine building at each change on the project. It can also be used for simulations like sound
Absolutely. People like to complain about "lack of optimization", while not understanding what incredible amount of optimization went into both algorithms and hardware to make this possible.
As a GPU software engineer - kudos, amazing video. However, I wish every pixel was indeed independent - you have dependency between neighboring pixels(if one pixel will be black and the pixel next to him will be completely white it will look awful). So in modern graphics engineers, blending is a must. So it's even more complicated than what is presented.
Not to mention that modern GPUs compute multiple pixels together in lockstep, which can cause problems if the pixels are having to take different paths through the code due to divergent branching, or having to load data from different locations in memory due to divergent memory accesses. This is the entire reason why the 40 series of NVIDIA cards have shader execution reordering, as that reorders pixels to group pixels together if they're taking the same path through the code or accessing the same locations in memory.
That's what oversampling is for. With a thousand primary rays per pixel, you only ever get a black next to a white one when the divide between a black and white object exactly lines up with the pixels. Otherwise there will always be a pixel that samples both objects partially. And that is for a render without atmospheric (volumetric) effects. If those are on (and when you render with a thousand rays, you better have them on unless you want your result to look artificial), the scattering along the path of the primary ray will produce even more partial pixels. Please don't forget that this video primarily explains the ideal case, i.e. what big movie productions use. The optimisations you need to render in real-time on a single GPU are mentioned briefly at the end.
This video is absolutely brilliant! I'm never taking Ray Tracing for granted ever. I came here after your video on how graphics in video games work, and now since you covered RT in a video of its own, I'm looking forward to the video on DLSS next. Keep up the great work!
I have been watching RU-vid for years but this is next level of production and explanation this channel clearly needs more subscribers I really enjoyed watching this even though I'm not a video producer or graphics designer <a href="#" class="seekto" data-time="293">4:53</a>
<a href="#" class="seekto" data-time="12">0:12</a> - Excellent animations as always, but unless I'm mistaken the T-65B X-wing can only fire when the S-foils are in attack position? 😎
Note for viewers: this video details classical “ray tracing” and not path tracing but seems to use the terms interchangeably. That said, it’s still an incredible video.
The work that is put in to make these videos as awesome as they is quite tremendous. Everything is so good, that it’s easy to take it for granted. Today’s video was nothing less than stellar.I definitely appreciate what is done and I wish I had money to contribute.
I can‘t say I can fully comprehend how I‘m able to play Star Citizen but this video sure has gotten me closer than ever to understanding this marvel that lives inside my computer case. Thanks!
I feel like CGI has peaked in 2006 with Pirates of the Caribbean 2. Davy Jones is one of the most realistic CGI characters ever in my opinion. I think this is because CGI is just used too often today. Almost every shot has CGI in it in most new movies.
I agree. Davy Jones Cgi was really perfect. Tho it probably relates to the computational power of the computers. When teraflops became super cheap then any studio could make cgi and then they probably competed more on price and sacrificed the Davy Jones level of quality
@@BranchEducation There's a really good video explainer on it if you search for it. The main things are that (1) the character had wet shiny skin which meant they didn't have to deal with subsurface scattering, just specular reflections. (2) the character's costume made his face be the only exposed skin he had. His forehead and neck are covered, so they didn't have to deal with making those wrinkle realisticly as he emotes and turns his head.
You guys are amazing! I work in the semiconductor industry and the videos you’ve released on it are spot on. Very well explained and providing an amount of detail for us to have a general understanding of the topic. I’m very grateful that you guys take the time to do this!
This is amazing! I love the animation and how detailed it is-great job! About five years ago, I wrote a research paper in middle school on ray tracing and how computers generate realistic-looking images. I could have really used this kind of visual animation for my presentation back then. Thank you so much for the immense amount of work you put into this.
this is the kind of videos i searched to build some knowlegde about computer graphics and hardware. its astonishing how complex the things are we see every day.
I just can't wrap me head around the process of making this video it's amazing to watch this on youTube nowdays, very thankful for finding people like yourselves who wanna add something valuable to the world. big love from Egypt 😘😘
I wish branch education has a course where we can buy and learn such detailed animation. I just love branch education ❤. I regularly refresh their page to see if a new video is out!