Interactive Graphics 18 - Tessellation Shaders

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Cem Yuksel

Cem Yuksel

Күн бұрын

Пікірлер
@Tharindu87
@Tharindu87 10 ай бұрын
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!
@NanLi-e7j
@NanLi-e7j Ай бұрын
This is pure gold! So glad to find such good material in computer graphics, thank you for your sharing!
@HylianEvil
@HylianEvil 2 жыл бұрын
You videos reignite my passion for computer graphics. Thank you
@MrFacciolone
@MrFacciolone 2 жыл бұрын
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
@KidusYohannes
@KidusYohannes 2 жыл бұрын
This is my favorite course! Great lecture as always professor.
@chuang-yucheng8665
@chuang-yucheng8665 2 жыл бұрын
I am working for a GPU company, your video is great and really usefully :)
@avarise5607
@avarise5607 10 ай бұрын
Showing it in GPU pipeline makes it so clear! I now underatand why this tech exists
@zarblitz
@zarblitz 7 ай бұрын
As an aspiring tech artist (maybe one day!) on a self-learning journey, your videos are invaluable. Thank you.
@maksymiliank5135
@maksymiliank5135 Жыл бұрын
This is great. I absolutely love your lectures! The explanations are very clear.
@maxcomperatore
@maxcomperatore 8 ай бұрын
this is top notch education, thank you so much Cem
@murrischcat9098
@murrischcat9098 2 жыл бұрын
WOW! This is incredibly helpful! I will binge all your videos
@PixelPulse168
@PixelPulse168 2 жыл бұрын
Great tutorial for tessellation shaders. Thanks
@kubatpav
@kubatpav Жыл бұрын
Amazing lesson, as always.
@joeyninteen175
@joeyninteen175 Жыл бұрын
Aswsome course! It is very intuitive and vivid, and it can be understood by a beginner like me.
@CodeParticles
@CodeParticles 2 жыл бұрын
@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~ 👏👏
@dreamisover9813
@dreamisover9813 2 жыл бұрын
Just found this channel, love the topics!
@sehzadeselim863
@sehzadeselim863 11 ай бұрын
Thanks to you I fell in love with tessellation
@hongfredrick2761
@hongfredrick2761 Жыл бұрын
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 Жыл бұрын
Good catch! You are right. They are mislabeled. The "fractional_even_spacing" and "fractional_odd_spacing" labels should have been swapped on that slide.
@HariprasadCR
@HariprasadCR Жыл бұрын
Loved the explanation
@2002budokan
@2002budokan 2 жыл бұрын
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.
@yessicadanielahernandez6348
@yessicadanielahernandez6348 9 ай бұрын
Amazing explanation!!! New Sub!
@xiangzhou9126
@xiangzhou9126 Жыл бұрын
Tessellation shader was introduced in GLSL 400 instead of GLSL 410?
@elronnd_9515
@elronnd_9515 2 жыл бұрын
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 2 жыл бұрын
You can generate more detail with code. Also, a heightfield can indeed take up much less space.
@DasAntiNaziBroetchen
@DasAntiNaziBroetchen Жыл бұрын
One vertex position: 3 floats = 12 bytes One height map texel: 8 bits
@permindersingh4844
@permindersingh4844 9 ай бұрын
If i need dynamic level of details for large and complex chemical molecules. is it possible via geometry shaders or through Tessellation ???
@aneebkaramat7482
@aneebkaramat7482 2 жыл бұрын
Nice course Sir kindly can you share us material?
@张文龙-p7y
@张文龙-p7y Жыл бұрын
Is there a universal way to subdivide a highly simplified OBJ format model back into its original appearance?
@DasAntiNaziBroetchen
@DasAntiNaziBroetchen Жыл бұрын
No
@allocator7520
@allocator7520 Жыл бұрын
German shaders wo? :d (in the titles)
@memorycl
@memorycl 2 жыл бұрын
"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.
@omnithewolf3628
@omnithewolf3628 Жыл бұрын
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 Жыл бұрын
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.
@dennisrkb
@dennisrkb 2 жыл бұрын
Can you send a single triangle to the gpu and then tesselate it into an entire model?
@cem_yuksel
@cem_yuksel 2 жыл бұрын
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.
@zhongyijiang4615
@zhongyijiang4615 2 жыл бұрын
Phi!
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