I felt bad for myself for not being able to find this channel in the first place
@gloriousptr2 жыл бұрын
Took more than a month of reading and still this video does the better job of explaining GI techniques! Really appreciate all the effort that goes into making these videos.
@chadyonfire7878 Жыл бұрын
whoah this is the best overview of the subject, i had a headache exploring all these methods without getting a good overview
@unveil7762 Жыл бұрын
I try to implement virtual lights in Touchdesigner, from the screenSpace normal pass. Not sure if is good practice what i am doing… (for loop of 100 positions, dot(pos,normals) and for each iteration random color based on a color analysis of scene and materials, than avereage the result)… but i now have color bleeding and the whole scene looks really less CG!! Thanks for what u teach me. I will share the knowledge amoung my small comunity!! ❤
@maxcomperatore8 ай бұрын
this is a treasure trove, thanks cem
@aliorunity8 ай бұрын
Love your lectures. You are doing a great job.
@gloriousptr2 жыл бұрын
Also check out Surfels based GI computation and STBN. The later is denoising technique, it's pretty new and seems to work really well.
@sen_dev2 жыл бұрын
As someone who recently implemented DDGI, this would have been extremely useful a year ago ahaha Thank you very much for making these freely available, and for your enthusiasm!
@Deescacha Жыл бұрын
Love your videos! Thank you so much, Cem!
@michalturlik7309 Жыл бұрын
Thanks for the good explanation. Even if all the occlusion techniques are being considered part of the Global illumination domain they are not, strictly speaking. AO is used for shadowing, to let the shadow casting among the environment/scene objects behave much "smoothly" / to let objects near each other block lightning with a certain amount of accuracy. For Global illumination instead we do refer to low radiance and high radiance techniques which do affect how light bounces among objects and then interacts back.
@ridvansu02 жыл бұрын
This is totally better than reading about GI, very useful, well explained. Thank you for creating this contents.
@SkepticallySound2 ай бұрын
Each time you cranked up the samplers per pixel, I was thinking "I'm giving it all I can captain."
@Pepe-yn9pf7 ай бұрын
Really good lecture, keep it up!
@LUN-bo2fb8 ай бұрын
at 11:59. should direct illumination include reflection and refraction?
@theburnner1187 Жыл бұрын
I really love your videos. If it's not too much work, could you give me a pointer on how light maps would be generated? Would you just raytrace the scene from each texel?
@ExplorerSpace2 жыл бұрын
i found all your videos are very helpful. thanks a lot
@Mr4NiceOne2 жыл бұрын
Oh woow, I started learning about GI like two days ago... what a timing, thanks!
@gokalpates15672 жыл бұрын
Dersler için çok teşekkürler.
@chucktrier2 жыл бұрын
Wow you are awesome !! Had a blast watching this.
@MrMariozzz787 ай бұрын
4x 4090 nvidia is enough for REAL global illunimation or i need a render-farm of pixal o walt disney studio? :=)
@wmka2 жыл бұрын
I'm currently doing lightmap in unity right now and found this. thank you and have a good one
@paulomarangoni55662 жыл бұрын
amazing, well explained!, is there any possibility of the raytrace course you mentioned going to KZbin in the future?
@acho83872 жыл бұрын
at 200 spp (35:00) looks like film grain effect
@TheRealJerseyJoe2 жыл бұрын
Really enjoyed this lecture.... Thanks Cem !!! (BTW - hope you will continue to make more in future). Thumbs-up and sub'd.
@konstantinbondarenko52352 жыл бұрын
Thank you very much
@magnuswootton61813 ай бұрын
why do you have to explain things with integrals, are you keeping things a secret?