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 Жыл бұрын
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
@rupeshmandke2 жыл бұрын
Another gem from cem! Thanks for including PCF shadows to this, the amount of easy to understand material is so scarce on that topic.
@АркадийСаакян-ч5н Жыл бұрын
This is the best explanation of the shadow mapping technique!! Thank you very much!!!
@darkmissionofficial2 ай бұрын
I felt that I found a treasure when I started to watch this
@ivanermakov5624Ай бұрын
Brilliant explanation, thanks a lot!
@forms8092 жыл бұрын
Are you considering making a youtube playlist for CS 6620: Ray tracing for Graphics? Thanks so much for providing this!
@PixelPulse1682 жыл бұрын
vote it up
@poppop101010 Жыл бұрын
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.
@DasAntiNaziBroetchen2 жыл бұрын
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.
@carljosephyounger9 ай бұрын
Excellent. Thanks.
@chyrvonykastrychnik4819 Жыл бұрын
Love your lectures
@CitizenWarwick11 ай бұрын
Thanks!
@cacheman2 жыл бұрын
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.
@HylianEvil2 жыл бұрын
Thank you!
@DasAntiNaziBroetchen2 жыл бұрын
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.
@tonygnavo2468 Жыл бұрын
Super usefull!
@pygmalion8952 Жыл бұрын
helal olsun hocam
@iamvfx2 жыл бұрын
Cool stuff.
@MrMariozzz788 ай бұрын
can i use this code with pre 2.0 opengl or i need a shader linguage for that?
@samxu53202 жыл бұрын
Could you talk about GI in next video.
@cem_yuksel2 жыл бұрын
Not in the next video, but we'll get there.
@robfitzsimmons80032 жыл бұрын
Dude, you are awesome. Love how you looked through the camera at kzbin.info/www/bejne/gJnSoaRoodCtg7M