Interactive Computer Graphics. School of Computing, University of Utah. Full Playlist: • Interactive Computer G... Course website: graphics.cs.utah.edu/courses/...
Пікірлер: 37
@zarblitzКүн бұрын
As an aspiring tech artist (maybe one day!) on a self-learning journey, your videos are invaluable. Thank you.
@Tharindu873 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!
@HylianEvil2 жыл бұрын
You videos reignite my passion for computer graphics. Thank you
@MrFacciolone 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
@MaximoComperatoreАй бұрын
this is top notch education, thank you so much Cem
@KidusYohannes2 жыл бұрын
This is my favorite course! Great lecture as always professor.
@dreamisover9813 Жыл бұрын
Just found this channel, love the topics!
@murrischcat9098 Жыл бұрын
WOW! This is incredibly helpful! I will binge all your videos
@chuang-yucheng8665 Жыл бұрын
I am working for a GPU company, your video is great and really usefully :)
@kubatpav10 ай бұрын
Amazing lesson, as always.
@maksymiliank5135 Жыл бұрын
This is great. I absolutely love your lectures! The explanations are very clear.
@CodeParticles 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~ 👏👏
@PixelPulse168 Жыл бұрын
Great tutorial for tessellation shaders. Thanks
@HariprasadCR Жыл бұрын
Loved the explanation
@sehzadeselim8633 ай бұрын
Thanks to you I fell in love with tessellation
@avarise56073 ай бұрын
Showing it in GPU pipeline makes it so clear! I now underatand why this tech exists
@yessicadanielahernandez6348Ай бұрын
Amazing explanation!!! New Sub!
@joeyninteen175 Жыл бұрын
Aswsome course! It is very intuitive and vivid, and it can be understood by a beginner like me.
@2002budokan2 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.
@xiangzhou91268 ай бұрын
Tessellation shader was introduced in GLSL 400 instead of GLSL 410?
@hongfredrick27619 ай 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_yuksel9 ай 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.
@aneebkaramat7482 Жыл бұрын
Nice course Sir kindly can you share us material?
@permindersingh48442 ай бұрын
If i need dynamic level of details for large and complex chemical molecules. is it possible via geometry shaders or through Tessellation ???
@elronnd_9515 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 Жыл бұрын
You can generate more detail with code. Also, a heightfield can indeed take up much less space.
@DasAntiNaziBroetchen Жыл бұрын
One vertex position: 3 floats = 12 bytes One height map texel: 8 bits
@memorycl 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.
@allocator752011 ай бұрын
German shaders wo? :d (in the titles)
@user-vo1rp4vv2v Жыл бұрын
Is there a universal way to subdivide a highly simplified OBJ format model back into its original appearance?
@DasAntiNaziBroetchen Жыл бұрын
No
@dennisrkb Жыл бұрын
Can you send a single triangle to the gpu and then tesselate it into an entire model?
@cem_yuksel 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.
@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 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.