Interactive Computer Graphics. School of Computing, University of Utah. Full Playlist: • Interactive Computer G... Course website: graphics.cs.utah.edu/courses/...
Пікірлер: 28
@mohitsethi992 жыл бұрын
It was really well explained, infact thank you for the whole series.
@alex-shortt2 жыл бұрын
thank you for making these public!!
@yoyonel1808 Жыл бұрын
Other solutions/researchs on this topic: - Voxelisation [sort of Raytrace] in an octree in realtime (full GPU support), very good/interesting work done by Cyril Crassin (working in NVidia Research) - Soft Shadow Volume : geometric extension of Shadow Volume for soft shadows, performed initially by Ulf Assarsson very nice paper on this topic - Soft Shadow Maps (Efficient Sampling of Light Source Visibility) : (one proposed) extension of Shadow Map for soft shadows, proposed initially by myself ^^ A geometrical extension of pixel from shadow mapping considering/transforming in this method into "micro-facet" (aligned with light camera view), this transformation help to transform pixel/point shadow to micro-face/quad shadow 🙂 - Temporal shadows : using the historic of shadow rendering to increase the precision/resolution with temporal "smart" blending frames after frames. Very interesting topic ! - and so many others ^^ Hard topic, it's a good try to introduce the problematic !
@kubatpav Жыл бұрын
Thank you. Great video!
@fatemermg74902 жыл бұрын
You are awesome!! Thank you for uploading all these great lectures.
@caiyueli2235 Жыл бұрын
love all your lessons, they are pretty helpful for me ! thank you professor !
@skyheart_dev Жыл бұрын
I like the way you explain this. Subscribed. It would be great to see more videos on simulating softbodies/rigidbodies - more softbodies because they are cool :)
@DeanEdis2 жыл бұрын
Such a cool explanation! I create raymarched scenes a lot, where the signed distance field can be used to quickly generate an AO approximation. So effective!
@mobilemusic16337 ай бұрын
You are SO epic. Gonna do my Masters in Utah just to take your course!
@PaulEmsley2 жыл бұрын
12:37 "an example of something" - it's the large ribosomal subunit of an Archaeon. Tom Steitz was the PI for this work and he won a Nobel Prize for it.
@cem_yuksel2 жыл бұрын
I thought that it was a cool example, but I had no idea about its significance. Thanks for letting me know!
@PaulEmsley2 жыл бұрын
@@cem_yuksel Thank you for your lectures. Along with the Cherno, ThinMatrix and the BennyBox you have helped me write my own molecular graphics program. When I post a video demoing the SSAO, I'll edit this comment so you can see it.
@Koffiato Жыл бұрын
Çok teşekkür ederim, harika açıklamışsınız hocam
@emreerkan94 Жыл бұрын
Hocam harika anlatmışsınız
@chaver28 Жыл бұрын
very informal video :D you got my sub
@thominio7 ай бұрын
1:04:10 unfortuantly the KIT is focused on soft shadows it goes over multiple sessions just over this topic ...
@motbus32 жыл бұрын
thanks for the classes :)
@jordanz6592 Жыл бұрын
Amazing content! struggling to find freely available content on this topic and specifically the equations, is there any more resources potentially available for the public? Im doing a small study on Ambient Occlusion and would just like to have more information about the function and possibly some reliable sources
@cem_yuksel Жыл бұрын
This is a good start: en.wikipedia.org/wiki/Ambient_occlusion
@32zim32Ай бұрын
Don't get it how you replace part of equation which depends of light direction just by Ka constant
@augustvctjuh8423 Жыл бұрын
SSAO sounds like a very nice technique. Would definitely add if I wrote a realtime renderer But imagine if the windows were all blocked off in that classroom (7:24). No light should enter the scene. It might be interesting to take a few thousand samples scattered throughout the viewport to get an average for ambient light, before you do AO. Then you can scale your AO contributions based on it. Or maybe more sophisticated methods already exist :)
@kubatpav10 ай бұрын
Hello Cem. What do you think, does it make sense to keep AO texture separate from diffuse texture or there are pretty much no benefits so pre-baking it to diffuse texture is absolutely fine? (Unity engine)
@cem_yuksel10 ай бұрын
Illumination, which affects diffuse reflections varies, varies with moving lights/objects. Ambient illumination can be assumed constant, but the diffuse won't be. I would not combine/pre-bake them.
@kubatpav9 ай бұрын
@@cem_yuksel Thank you for reply Cem.
@ostrich_dog4 ай бұрын
about soft shadows: what if, instead of sampling multiple pixels from the shadow map, i used mip-maps to apply different levels of occlusion? could something like that work?
@cem_yuksel4 ай бұрын
Perhaps. My student Yang Shen and I worked on this idea some years ago. We could solve many of its problems, but the results were not satisfactory for reasons that would take too long to explain. If you are curious, you can read her thesis: collections.lib.utah.edu/details?id=197818
@ostrich_dog4 ай бұрын
@@cem_yuksel thank you very much for your answer
@pokojopl87592 жыл бұрын
Honey, I've been following you for a long time and I was wondering if you'd be interested in working on a project at my company