Interactive Graphics 21 - Deferred, Variable-Rate, & Adaptive Shading

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  • Опубликовано: 15 ноя 2024

Комментарии • 37

  • @rautamies2305
    @rautamies2305 Год назад +10

    I've watched 6 minutes of this and I just gotta say... This dude is chill af :DD

  • @ronan5946
    @ronan5946 Год назад +8

    Can't believe I've found this!! Thank you!

  • @4AneR
    @4AneR 9 месяцев назад +2

    Great lecture! I'm glad I've discovered this gem of a channel

  • @NikolaNevenov86
    @NikolaNevenov86 2 года назад +10

    Probably the best explanation of the concepts I've watched so far.

  • @burrakauchy3715
    @burrakauchy3715 Год назад +4

    You are a very inspirational researcher!

  • @yihanzhang2094
    @yihanzhang2094 7 месяцев назад +2

    Great lecture!

  • @Polygarden
    @Polygarden Год назад +2

    Great visualization of complex issues! Loved the talk

  • @ZioYuri78
    @ZioYuri78 Год назад +1

    "because desperation", this sum up the whole gamedev process :D

  • @fatemermg7490
    @fatemermg7490 Год назад +3

    Priceless!

  • @PixelPulse168
    @PixelPulse168 2 года назад +3

    DACS is simple but elegant. Very cool! Thank you for haring.

  • @uzdefrederic1055
    @uzdefrederic1055 Год назад +3

    Thanks a lot for sharing your knowledge . New subscriber :-)

  • @sukruciris
    @sukruciris 10 месяцев назад +1

    that was a wondeful video, i will try to implement deferred shading in my opengl game engine teşekkürler (:

  • @TheCandinator
    @TheCandinator 2 месяца назад

    I don't know what you're on man but I want some ! So chill 😀 Aside from the joke, awesome presentation 👍

  • @emilgeisler5033
    @emilgeisler5033 2 года назад +8

    DACS is amazing!

  • @marsovac
    @marsovac 9 месяцев назад

    Can you use tensor cores to figure out adaptive shading across frames?
    DLSS fills in missing pixels for un upscaled image. Can we use a similar tehnique to fill in missing color in VRS blocks that are not 1x1?
    If possible that would allow to use tensor cores in the shading process, not just in the upscaling.

  • @atul.mourya
    @atul.mourya 2 года назад +1

    Glad that you covered this topic of differed shading. We don't get to learn such advanced topic that easily or effectively.
    Hope you keep sharing the knowledge on similar topics. Cheers !! 👏👏👏

  • @jaromirandel543
    @jaromirandel543 Год назад +3

    From my experience the TAA and TXAA looks terribly on fast moving things. E.g. Aircrafts, cars, trains. It creates "ghosting".

  • @MikeCampo
    @MikeCampo 2 года назад +5

    Great lecture! Going to dig into DACS now :D

  • @lld5461
    @lld5461 8 месяцев назад

    Why Forward more populer, Does Forward have ztest zwrite before Rasterizer?

    • @lld5461
      @lld5461 8 месяцев назад

      I mean that Deferred would be more useful with low res and use the AI or Graphic power get the final picture?

  • @Capewearer
    @Capewearer Месяц назад

    Crysis 3, by the way, uses very thin G-Buffer (96 bits per pixel).

  • @corriedotdev
    @corriedotdev 2 года назад +1

    wonderfully explained

  • @JonasMostert
    @JonasMostert Год назад

    Thanks a lot! Great course :)

  • @abeltilayegeressu9804
    @abeltilayegeressu9804 2 года назад

    I eingested all ur videos in a day

  • @chadyonfire7878
    @chadyonfire7878 Год назад

    you re the best man

  • @elronnd_9515
    @elronnd_9515 2 года назад

    Could you also use DACS for antialiasing, to supersample in high-frequency areas?

  • @peterSobieraj
    @peterSobieraj Год назад

    After watching this video I have made deffered shading for my scene, and my FPS dropped from 27 to 11. :(
    I suppouse not every rendering will be improved by this.
    The problem was that I had to give to deffered pass all textures for all possible matterials + textures with data from forward pass.
    And since there is a limit on number of textures per draw call (8 on laptop where I was testing), then I end up making separate draw call for each matterial for deffered pass.
    And I think that was to much for my 10 year old laptop.

    • @ostrich_dog
      @ostrich_dog 10 месяцев назад +2

      maybe you could have read the textures during the forward pass instead? and store the albedo, normals etc in the g-buffer, so that during the deferred pass you only have to read from the g-buffer. just a thought, i haven't tried to implement it yet

  • @uncledraw7050
    @uncledraw7050 Год назад

    You should patent your research, but you can choose who and how much you charge for a license. Big ones use free stuff but still patent their own, so why not have them pay the fee for benefiting from your time and skill.

  • @HylianEvil
    @HylianEvil 2 года назад +2

    Very cool!

  • @keptleroymg6877
    @keptleroymg6877 Год назад

    I am very sad that my university has such a bad computer science program

  • @samxu5320
    @samxu5320 2 года назад +1

    Could you divide a lecture into three or four videos, because seldom of people keep focus on a serious academic video in a whole one hour.

    • @MikeCampo
      @MikeCampo 2 года назад +8

      Can't you just pause and come back to it? RUclips will remember where you left off.

    • @acho8387
      @acho8387 2 года назад +4

      I have severely short attention span, but these lectures and the lecturer are the few that keep me engaged for a whole hour!

    • @sumofat4994
      @sumofat4994 2 года назад +5

      Are you saying colleges are supposed to pander to short attention spanned mobile phone addicted teens?
      Uh no if you want to do hard work you have to work hard that includes working on how to make your attention span longer.