Introduction to Computer Graphics (Lecture 19): Shadow maps, shadow volumes, deep shadow maps

  Рет қаралды 15,265

Justin Solomon

Justin Solomon

Күн бұрын

Пікірлер: 14
@nicholascunningham6936
@nicholascunningham6936 Жыл бұрын
Love when a professor posts their lectures publically online because it shows that they actually have a desire to teach and spread their knowledge, not just get paid for their knowledge. Howdy from Texas A&M, really enjoyed the lecture!
@HTMangaka
@HTMangaka 6 ай бұрын
The first time I started thinking about how this might work was when I first played Tom Clancy's Splinter Cell(The first one) back in 2003. I distinctly remember being like: "Huh. Most lights seem to cast a shadow. I notice that some are lower resolution, which implies that the shadow data is being stored in some kinda texture or matrice." I was 11 years old when I had these thoughts. 21 years later, I finally find out I was right. XD Stencil shadows explains Doom 3 SO MUCH. XD
@AlphaGarg
@AlphaGarg 2 жыл бұрын
Fun fact about shadow volumes: they are still used in both the Enfusion (DayZ Standalone) and Real Virtuality (Arma 3) engines for opaque geometry like characters, vehicles, buildings, etc, while also using shadowmaps for non-opaque geometry like glass or foliage. Very nice results when it works!
@Bilal-tu9rh
@Bilal-tu9rh 3 жыл бұрын
16:00 The diagram and explanation are done well. Thank you 3000!
@ITVMaudlin
@ITVMaudlin 2 жыл бұрын
Great video! Explains something I've never bothered to figure out before quite clearly.
@Yarogor
@Yarogor 3 жыл бұрын
The best lecture about shadow mapping! Thank you so much!
@jonmichaelgalindo
@jonmichaelgalindo 3 жыл бұрын
In VR, we can really get away without shadows! :-D We perceive depth and scene structure directly from stereo visual data. Still, they are awesome for realism / immersion, if your computation time can afford them. Thank you for the lecture!
@blendernoob64
@blendernoob64 3 жыл бұрын
I love the look of shadow volumes and would love to implement them into my unity game. Thanks for the lecture!
@Iridium.
@Iridium. Жыл бұрын
Finnaly understood the depth comparison between the eye and depth texture . Thanks so much z
@polpop4509
@polpop4509 2 жыл бұрын
this is a quite complete video about the topic, thank you very much for it!
@firiasu
@firiasu 3 жыл бұрын
Thank you so much! Very interesting and clear!
@npip99
@npip99 Жыл бұрын
Shadow volumes seem great with extremely low poly models. You can still have a 50k poly player, but have an "Ocarina of time"-poly player for shadow volumes. It seems like the pixel shader would be: void fragment() { stencil += sign(dot(normal, eye - position)); } And that'll populate the stencil with the total count. Very simple!
@cahierdexercices9501
@cahierdexercices9501 3 жыл бұрын
Thank you so much for sharing your lectures
@johnsports_iii
@johnsports_iii 2 жыл бұрын
It's kinda sad that shadow volumes aren't more efficient. Seems like a pretty neat algorithm.
Introduction to Computer Graphics (Lecture 17): Rasterization
1:12:41
Justin Solomon
Рет қаралды 12 М.
OCCUPIED #shortssprintbrasil
0:37
Natan por Aí
Рет қаралды 131 МЛН
ВЛОГ ДИАНА В ТУРЦИИ
1:31:22
Lady Diana VLOG
Рет қаралды 1,2 МЛН
Interactive Graphics 23 - Ambient Occlusion & Soft Shadows
1:04:54
Basic Shadow Mapping // OpenGL Tutorial #35
16:54
OGLDEV
Рет қаралды 25 М.
An introduction to Raymarching
34:03
kishimisu
Рет қаралды 163 М.
The Math behind (most) 3D games - Perspective Projection
13:20
Brendan Galea
Рет қаралды 436 М.
Introduction to Phong Lighting
9:44
Suboptimal Engineer
Рет қаралды 19 М.
OCCUPIED #shortssprintbrasil
0:37
Natan por Aí
Рет қаралды 131 МЛН