Intro to Graphics 21 - Sampling

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Cem Yuksel

Cem Yuksel

Күн бұрын

Пікірлер: 16
@Conlexio
@Conlexio 6 ай бұрын
these lectures are very valuable resources. this one in particular cleared up a large part of the confusion i’ve had for many months. thank you!
@pawelstolecki3491
@pawelstolecki3491 Жыл бұрын
Awesome vid! It's summarizing dozens of papers in a single video in a very approachable form.
@ImaginaryBlend
@ImaginaryBlend 3 жыл бұрын
These lectures are pure gold. I hope you will get more attention on YT, you deserve it :) Thank you!
@isaacdiaz5793
@isaacdiaz5793 3 жыл бұрын
Man thank you very much for these tutorials they are so awesome!
@obayev
@obayev 11 ай бұрын
Thank you for another great lecture! 🙏🏻☺️
@9thCrusade
@9thCrusade 2 ай бұрын
i started watching the series cuz i dabble in game programming and was interested in potentially optimizing my game graphically, primarily in unreal engine 5. as of right now im a bit lost because the topics are not really about the most optimal solution but more like "how can we even do this" like how do we even implement ray tracing or rasterization, please correct me if im wrong. if im not wrong where would i even begin to start looking for optimization. 1. im not even sure what can be optimized and if the optimizing is substantial enough and 2. how would i go about implementing said optimization. would be cool if anyone has some pointers on that, tbh im not even sure if what im asking is the right question. also love the series this is really good stuff
@darkarchon89
@darkarchon89 3 жыл бұрын
For path tracing indirect illumination, are hybrid approaches for selecting N viable? For example, the primary ray gets N = 5, the first secondary rays all get N = 2, and every ray after that gets N = 1. Or is that just needless complexity when you can simply take more samples per pixel?
@cem_yuksel
@cem_yuksel 3 жыл бұрын
In general, it is a better idea to use N=1 and start with a new primary ray every time. There are special cases when skipping the primary ray can be preferable (effectively making N>1 for the primary hit point), but not in general.
@bimDe2024
@bimDe2024 3 жыл бұрын
54:00 When you mentioned "image space denoiser", does it mean after the "model-view-projection" transform when we get the final scene for displaying on the screen, we need to apply this "denoiser" on that space? Are "image space" and "display space" are synonymous?
@cem_yuksel
@cem_yuksel 3 жыл бұрын
No. You render an image and apply the denoiser to the raster image. Some denoisers use more information than just the pixel color, but they all operate on pixels. That is what image-space means.
@NguyenTung-id4ib
@NguyenTung-id4ib 3 жыл бұрын
when we compute the final radiance for the one pixel, do we average all the traced values by the number of SPP?
@cem_yuksel
@cem_yuksel 3 жыл бұрын
Yes, averaging them (by adding them and then dividing the result with the number of samples) would be the simplest solution. There are other methods that perform weighted averages. If you are interested in them, I'd suggest that you look into "reconstruction filters." Most production renderers would support a number of such filters. For example, here are the ones that V-Ray uses: docs.chaos.com/display/VMAX/Image+Filter
@NguyenTung-id4ib
@NguyenTung-id4ib 3 жыл бұрын
I think many rendering lectures neglect the post-processing part (i.e., mapping HDR radiance images into 0-1 images). In this regard, I have seen some people who do not average them out but handle this during the tone mapping phase. For me, this is the most confusing part when writing a working renderer.
@cem_yuksel
@cem_yuksel 3 жыл бұрын
@@NguyenTung-id4ib Yes, this can get quite a bit more complicated, since reconstruction filters often use samples of neighboring pixels.
@majidjalili8784
@majidjalili8784 Жыл бұрын
The pace of presentation is a bit slow. Mainly because you are looking at some screen behind the camera, and it slows you down.
@quovadisdorime
@quovadisdorime 3 жыл бұрын
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