[Episode 4] [Theory] The Programmable Graphics Pipeline (Interview Question) - Modern OpenGL

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Mike Shah

Mike Shah

Күн бұрын

Пікірлер: 42
@atlasflare7824
@atlasflare7824 2 жыл бұрын
As a person who watch many OpenGL series, I believe that this is the king of all series I have watched. (in terms of how people explain the pipeline). Thank you and please continue to share OpenGL series videos.
@MikeShah
@MikeShah 2 жыл бұрын
Thank you for the kind words! More to come!
@asdsdfadfsa
@asdsdfadfsa Ай бұрын
First video i've found that actually explains what each part of the pipeline does 💀
@MikeShah
@MikeShah Ай бұрын
Cheere!
@helena9210
@helena9210 2 жыл бұрын
I’ll following your videos on cpp and now I started studying your OpenGL videos. Fantastic material so well explained!!! Thank you.
@MikeShah
@MikeShah 2 жыл бұрын
Thank you for the kind words 🙂
@dwolrdcojp
@dwolrdcojp 2 жыл бұрын
Good stuff! I was watching the cherno’s playlist on OpenGL and sometimes he gets ahead of himself while trying to code and explain the theory at the same time. Looking forward to learning more
@MikeShah
@MikeShah 2 жыл бұрын
Thank you! The Cherno is great--hopefully I put a different spin on things :)
@tanmayfalke7221
@tanmayfalke7221 Ай бұрын
excellent explanation sir ..
@MikeShah
@MikeShah Ай бұрын
Cheers!
@games_are_good
@games_are_good 9 ай бұрын
You’re a great teacher
@MikeShah
@MikeShah 9 ай бұрын
Thank you for the kind words!
@kennethamielsantos8034
@kennethamielsantos8034 Ай бұрын
I have a question. Why doees tesellation come before primitive assembly? How does the tesellation part know what to subdivide if the primitive isn't assembled yet?
@MikeShah
@MikeShah Ай бұрын
Two shaders (tessellation control and evaluation shader) otherwise tell you how to perform the tessellation. When we kick off the graphics pipeline with glDraw* we know if we are assembling GL_TRIANGLES, GL_POINTS, etc. No need to assemble things earlier until we have appropriately transformed each point (remember that's the job of the vertex shader), then further subdivided that set of points (tessellation), and potentially generated new geometry (geometry shader).
@ribos2762
@ribos2762 8 ай бұрын
Is the rendering pipeline part of the OpenGL spec?
@MikeShah
@MikeShah 8 ай бұрын
This pipeline yes, effectively is what OpenGL supports (i.e. programmers view OpenGL as a set of functions to create a graphics pipeline). First page with diagram shows this: registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf :) (Of note, for compute shaders, they're more generic, and not necessarily only for rendering)
@stefanabreu
@stefanabreu 7 ай бұрын
amazing lecture, thanks for the hard work!
@MikeShah
@MikeShah 7 ай бұрын
Cheers, you are most welcome!
@HarpreetSingh-jd3tu
@HarpreetSingh-jd3tu 11 ай бұрын
Thanks for making these videos. Do you provide private tutoring/mentorship?
@MikeShah
@MikeShah 11 ай бұрын
Cheers! Not at this time -- though perhaps I would consider it for subscribing members in the future if there were enough for small groups.
@charlie8342
@charlie8342 Жыл бұрын
perfect explanation! thank you!
@MikeShah
@MikeShah Жыл бұрын
Cheers!
@blaisofotso3439
@blaisofotso3439 2 жыл бұрын
Hallo Mike, can you please defferentiate between vertex and point. In vertex specification : what is setting up our geometry on the cpu? is it loading the different point coordinates on the cpu? i think that moving from 3D representation to 2D will result in loosing some points .
@MikeShah
@MikeShah 2 жыл бұрын
To be clear Vertex will refer to a 3D position in space. Point3D would mean the same thing. On occasion, I'll use 'point' in OpenGL to talk about a primitive (like a triangle), that refers to just rendering one vertex.
@joebosah2727
@joebosah2727 2 жыл бұрын
Thanks, the white board helped. A Luta Continua (The Struggle Continues)
@MikeShah
@MikeShah 2 жыл бұрын
Cheers!
@learntolearn3063
@learntolearn3063 2 жыл бұрын
Incredibly excellent keep going thank you so much for providing good contents :-)
@MikeShah
@MikeShah 2 жыл бұрын
You are most welcome!
@verbalkint8745
@verbalkint8745 2 жыл бұрын
Love your videos man, thank you!
@MikeShah
@MikeShah 2 жыл бұрын
Thank you for the kind words and support!
@ProgrammingWithRook
@ProgrammingWithRook 11 ай бұрын
can you help me understand something about indices ?
@MikeShah
@MikeShah 11 ай бұрын
See/comment on episode 16 on index buffers: kzbin.info/aero/PLvv0ScY6vfd9zlZkIIqGDeG5TUWswkMox
@ProgrammingWithRook
@ProgrammingWithRook 11 ай бұрын
@@MikeShah thank you, but it isn't needed now although i will check the link out. I was having one of those moments, when you stare at something for so long it becomes something else. :) but thank you for getting in con tact :)
@m0r1k
@m0r1k 4 ай бұрын
how long I have been searching it.. 😻
@MikeShah
@MikeShah 4 ай бұрын
@@m0r1k enjoy!
@yashesvi-raina
@yashesvi-raina 2 жыл бұрын
great videos!
@ginko3846
@ginko3846 Жыл бұрын
Thanks a lot this is valuable information
@MikeShah
@MikeShah Жыл бұрын
Cheers!
@abnereliberganzahernandez6337
@abnereliberganzahernandez6337 8 ай бұрын
you should read more
@MikeShah
@MikeShah 8 ай бұрын
What reading would you suggest?
@abnereliberganzahernandez6337
@abnereliberganzahernandez6337 8 ай бұрын
@@MikeShah a more mathematical approach. jim blinn s corner a trip down the graphics pipeline. or marschner fundamentals of computer graphics. or more in depth math multiple view geometry zisserman. I need to know more about c++ i didn t even know what a link was
@MikeShah
@MikeShah 8 ай бұрын
Blinn's Corner would be nice for a software rasterization series, though it is nearly 30+ years old. Marschner's text is very good for reading -- and I would expect most folks in a graphics course may use that and supplement with my videos for application. See my series on C++ for more. @@abnereliberganzahernandez6337
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