Intro to Graphics 13 - Textures

  Рет қаралды 9,882

Cem Yuksel

Cem Yuksel

3 жыл бұрын

Introduction to Computer Graphics.
School of Computing, University of Utah.
Full playlist: • Introduction to Comput...
Course website: graphics.cs.utah.edu/courses/...
Rethinking Texture Mapping (SIGGRAPH 2017 Course):
www.cemyuksel.com/courses/conf...

Пікірлер: 23
@EAIOIAE
@EAIOIAE 3 ай бұрын
Thank you so much Cem! Tuning in for some early morning Computer Graphics (CG)! Lovely! 🙂
@Geffro
@Geffro 2 жыл бұрын
It's super interesting to hear about alternative methods that are being researched and experimented with, especially since I've been so used to some of the older ideas of texturing and filtering for a long time
@AndrewKln
@AndrewKln 2 жыл бұрын
"textures are the way we define information for objects". Haha, realization of this hit me when I was studying compute shader for the first time 👍. Before that I thought it's just a picture like most people.
@512TheWolf512
@512TheWolf512 4 ай бұрын
well it IS a picture, the problem is how to correctly apply that one picture to a big, complex 3d model...
@007LvB
@007LvB 3 жыл бұрын
Wow - just found you! I used your Water Surface Particles from 2009 as the basis for my bachelor's degree. Thank you for making that!
@Max-wk7cg
@Max-wk7cg 3 жыл бұрын
Best explanation of anisotropic filtering I've seen. Awesome!
@rupeshmandke
@rupeshmandke 2 жыл бұрын
Best explanation for aniso filtering! Thanks Cem!!
@lunkums
@lunkums Жыл бұрын
Thank you for the learning resources! You are an inspiration :)
@pravinpoudel1307
@pravinpoudel1307 Жыл бұрын
even though i already knew what you are teaching here, it was so fun to watch whole video !!! Awesome :D
@hossamsaeed5310
@hossamsaeed5310 2 жыл бұрын
Thank you so much for this amazing content.
@user-bc8pj8ml4e
@user-bc8pj8ml4e 4 ай бұрын
Thank you so much I am not from america so it is very hard to find a beautiful lecture like this in my country. I have watched your another lecture of this episode but I still have a question, I would really appreciate it if you answer. 43:00 Does the pixel corresponds to the very certain texel point? (so it's pointing exact texel value not pointing texel connected region)
@cem_yuksel
@cem_yuksel 4 ай бұрын
Yes, the center of the pixel, which is the sample position we evaluate in the fragment shader, corresponds to a point (not a region) on the texture. To approximate the average texture color for the entire pixel area, we must use texture filtering.
@user-bc8pj8ml4e
@user-bc8pj8ml4e 4 ай бұрын
@@cem_yuksel you saved my day again thank you professor
@lavz24
@lavz24 Жыл бұрын
I resume again watching this course. I've never receive a good explanation for filtering as this lecture does :)
@jeremycoleman3282
@jeremycoleman3282 8 ай бұрын
Lol your face on the teapot
@512TheWolf512
@512TheWolf512 4 ай бұрын
why doesn't anisotropic filtering ever go beyound 16x? it was like that in 1999 when counter-strike first came out (that's where i know it from) and it still remains like that now
@cem_yuksel
@cem_yuksel 4 ай бұрын
16 texture reads can access up to 64 texels (4 for each), which is expected to be sufficient, since we only have 256 distinct color levels for each color channel. In general, if you can get 64 different color levels spread over the LDR range, that is good enough for high-quality rendering.
@512TheWolf512
@512TheWolf512 4 ай бұрын
@@cem_yuksel but we can technically do more, right? did nobody every try to?
@ryanwillow3347
@ryanwillow3347 3 жыл бұрын
Great video! Harika :)
@stacksmasherninja7266
@stacksmasherninja7266 Жыл бұрын
It wasn't clear to me how you calculated the area of pixel for trilinear filtering
@slif51
@slif51 3 жыл бұрын
Anyway to get that Stitch Meshes :) lmfao nice educational videos though for hobbyista like myself!
@russelp9666
@russelp9666 3 жыл бұрын
salute!
@bimDe2024
@bimDe2024 4 күн бұрын
36:43 Science Fiction filtering, epic joke.
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