Interactive Graphics 21 - Deferred, Variable-Rate, & Adaptive Shading

  Рет қаралды 10,831

Cem Yuksel

Cem Yuksel

Күн бұрын

Пікірлер: 39
@microchelik4990
@microchelik4990 22 күн бұрын
I wish GPU manufacturers adopted your adaptive shading idea. It is so simple and in the same time brillliant. Like, there's no need in this blurry and not nice upscalers like FSR or DLSS. You just get several times performance boost in fragment stage for free. Wow 😮
@rautamies2305
@rautamies2305 Жыл бұрын
I've watched 6 minutes of this and I just gotta say... This dude is chill af :DD
@ronan5946
@ronan5946 Жыл бұрын
Can't believe I've found this!! Thank you!
@4AneR
@4AneR 10 ай бұрын
Great lecture! I'm glad I've discovered this gem of a channel
@NikolaNevenov86
@NikolaNevenov86 2 жыл бұрын
Probably the best explanation of the concepts I've watched so far.
@burrakauchy3715
@burrakauchy3715 Жыл бұрын
You are a very inspirational researcher!
@yihanzhang2094
@yihanzhang2094 9 ай бұрын
Great lecture!
@Polygarden
@Polygarden Жыл бұрын
Great visualization of complex issues! Loved the talk
@fatemermg7490
@fatemermg7490 Жыл бұрын
Priceless!
@ZioYuri78
@ZioYuri78 Жыл бұрын
"because desperation", this sum up the whole gamedev process :D
@emilgeisler5033
@emilgeisler5033 2 жыл бұрын
DACS is amazing!
@PixelPulse168
@PixelPulse168 2 жыл бұрын
DACS is simple but elegant. Very cool! Thank you for haring.
@atul.mourya
@atul.mourya 2 жыл бұрын
Glad that you covered this topic of differed shading. We don't get to learn such advanced topic that easily or effectively. Hope you keep sharing the knowledge on similar topics. Cheers !! 👏👏👏
@sukruciris
@sukruciris 11 ай бұрын
that was a wondeful video, i will try to implement deferred shading in my opengl game engine teşekkürler (:
@uzdefrederic1055
@uzdefrederic1055 Жыл бұрын
Thanks a lot for sharing your knowledge . New subscriber :-)
@jaromirandel543
@jaromirandel543 Жыл бұрын
From my experience the TAA and TXAA looks terribly on fast moving things. E.g. Aircrafts, cars, trains. It creates "ghosting".
@TheCandinator
@TheCandinator 3 ай бұрын
I don't know what you're on man but I want some ! So chill 😀 Aside from the joke, awesome presentation 👍
@karz12
@karz12 Ай бұрын
Doesn't the geo shader -> rasterize step create a z-buffer that will only pass the visible primitives for each pixel in forware rendering ?
@Capewearer
@Capewearer 2 ай бұрын
Crysis 3, by the way, uses very thin G-Buffer (96 bits per pixel).
@marsovac
@marsovac 10 ай бұрын
Can you use tensor cores to figure out adaptive shading across frames? DLSS fills in missing pixels for un upscaled image. Can we use a similar tehnique to fill in missing color in VRS blocks that are not 1x1? If possible that would allow to use tensor cores in the shading process, not just in the upscaling.
@JonasMostert
@JonasMostert Жыл бұрын
Thanks a lot! Great course :)
@MikeCampo
@MikeCampo 2 жыл бұрын
Great lecture! Going to dig into DACS now :D
@corriedotdev
@corriedotdev 2 жыл бұрын
wonderfully explained
@chadyonfire7878
@chadyonfire7878 Жыл бұрын
you re the best man
@abeltilayegeressu9804
@abeltilayegeressu9804 2 жыл бұрын
I eingested all ur videos in a day
@lld5461
@lld5461 9 ай бұрын
Why Forward more populer, Does Forward have ztest zwrite before Rasterizer?
@lld5461
@lld5461 9 ай бұрын
I mean that Deferred would be more useful with low res and use the AI or Graphic power get the final picture?
@peterSobieraj
@peterSobieraj Жыл бұрын
After watching this video I have made deffered shading for my scene, and my FPS dropped from 27 to 11. :( I suppouse not every rendering will be improved by this. The problem was that I had to give to deffered pass all textures for all possible matterials + textures with data from forward pass. And since there is a limit on number of textures per draw call (8 on laptop where I was testing), then I end up making separate draw call for each matterial for deffered pass. And I think that was to much for my 10 year old laptop.
@ostrich_dog
@ostrich_dog 11 ай бұрын
maybe you could have read the textures during the forward pass instead? and store the albedo, normals etc in the g-buffer, so that during the deferred pass you only have to read from the g-buffer. just a thought, i haven't tried to implement it yet
@elronnd_9515
@elronnd_9515 2 жыл бұрын
Could you also use DACS for antialiasing, to supersample in high-frequency areas?
@cem_yuksel
@cem_yuksel 2 жыл бұрын
In theory, yes.
@memorycl
@memorycl Жыл бұрын
@@cem_yuksel DACS++?
@HylianEvil
@HylianEvil 2 жыл бұрын
Very cool!
@uncledraw7050
@uncledraw7050 Жыл бұрын
You should patent your research, but you can choose who and how much you charge for a license. Big ones use free stuff but still patent their own, so why not have them pay the fee for benefiting from your time and skill.
@keptleroymg6877
@keptleroymg6877 Жыл бұрын
I am very sad that my university has such a bad computer science program
@samxu5320
@samxu5320 2 жыл бұрын
Could you divide a lecture into three or four videos, because seldom of people keep focus on a serious academic video in a whole one hour.
@MikeCampo
@MikeCampo 2 жыл бұрын
Can't you just pause and come back to it? KZbin will remember where you left off.
@acho8387
@acho8387 2 жыл бұрын
I have severely short attention span, but these lectures and the lecturer are the few that keep me engaged for a whole hour!
@sumofat4994
@sumofat4994 2 жыл бұрын
Are you saying colleges are supposed to pander to short attention spanned mobile phone addicted teens? Uh no if you want to do hard work you have to work hard that includes working on how to make your attention span longer.
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