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

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  • Опубликовано: 10 сен 2024

Комментарии • 14

  • @nicholascunningham6936
    @nicholascunningham6936 10 месяцев назад +6

    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 2 месяца назад

    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 года назад +3

    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!

  • @jonmichaelgalindo
    @jonmichaelgalindo 3 года назад +11

    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!

  • @Bilal-tu9rh
    @Bilal-tu9rh 3 года назад +6

    16:00 The diagram and explanation are done well. Thank you 3000!

  • @ITVMaudlin
    @ITVMaudlin 2 года назад +1

    Great video! Explains something I've never bothered to figure out before quite clearly.

  • @Yarogor
    @Yarogor 2 года назад +1

    The best lecture about shadow mapping! Thank you so much!

  • @firiasu
    @firiasu 3 года назад +5

    Thank you so much! Very interesting and clear!

  • @polpop4509
    @polpop4509 2 года назад +1

    this is a quite complete video about the topic, thank you very much for it!

  • @blendernoob64
    @blendernoob64 2 года назад +2

    I love the look of shadow volumes and would love to implement them into my unity game. Thanks for the lecture!

  • @Iridium.
    @Iridium. 8 месяцев назад

    Finnaly understood the depth comparison between the eye and depth texture . Thanks so much z

  • @npip99
    @npip99 9 месяцев назад

    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 2 года назад +1

    Thank you so much for sharing your lectures

  • @jamesking2439
    @jamesking2439 Год назад +1

    It's kinda sad that shadow volumes aren't more efficient. Seems like a pretty neat algorithm.