Thank you so much Cem! Tuning in for some early morning Computer Graphics (CG)! Lovely! 🙂
@Geffro3 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
@willardpeng59413 ай бұрын
Thank you for your course. You explained everything very clearly and with humor. I finally understand the principles of Bilinear/Trilinear filtering. Thank you very much!
@AndrewKln3 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.
@512TheWolf51210 ай бұрын
well it IS a picture, the problem is how to correctly apply that one picture to a big, complex 3d model...
@Max-wk7cg3 жыл бұрын
Best explanation of anisotropic filtering I've seen. Awesome!
@007LvB3 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!
@rupeshmandke3 жыл бұрын
Best explanation for aniso filtering! Thanks Cem!!
@pravinpoudel1307 Жыл бұрын
even though i already knew what you are teaching here, it was so fun to watch whole video !!! Awesome :D
@lunkums2 жыл бұрын
Thank you for the learning resources! You are an inspiration :)
@ruacsdas10 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_yuksel10 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.
@ruacsdas10 ай бұрын
@@cem_yuksel you saved my day again thank you professor
@lavz242 жыл бұрын
I resume again watching this course. I've never receive a good explanation for filtering as this lecture does :)
@hossamsaeed53102 жыл бұрын
Thank you so much for this amazing content.
@jeremycoleman3282 Жыл бұрын
Lol your face on the teapot
@512TheWolf51210 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_yuksel10 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.
@512TheWolf51210 ай бұрын
@@cem_yuksel but we can technically do more, right? did nobody every try to?
@stacksmasherninja7266 Жыл бұрын
It wasn't clear to me how you calculated the area of pixel for trilinear filtering
@slif513 жыл бұрын
Anyway to get that Stitch Meshes :) lmfao nice educational videos though for hobbyista like myself!