Thank you for your course. You explained everything very clearly and with humor. I finally understand the principles of Bilinear/Trilinear filtering. Thank you very much!
It's super interesting to hear about alternative methods that are being researched and experimented with, especially since I've been so used to some of the older ideas of texturing and filtering for a long time
"textures are the way we define information for objects". Haha, realization of this hit me when I was studying compute shader for the first time 👍. Before that I thought it's just a picture like most people.
Thank you so much I am not from america so it is very hard to find a beautiful lecture like this in my country. I have watched your another lecture of this episode but I still have a question, I would really appreciate it if you answer. 43:00 Does the pixel corresponds to the very certain texel point? (so it's pointing exact texel value not pointing texel connected region)
Yes, the center of the pixel, which is the sample position we evaluate in the fragment shader, corresponds to a point (not a region) on the texture. To approximate the average texture color for the entire pixel area, we must use texture filtering.
why doesn't anisotropic filtering ever go beyound 16x? it was like that in 1999 when counter-strike first came out (that's where i know it from) and it still remains like that now
16 texture reads can access up to 64 texels (4 for each), which is expected to be sufficient, since we only have 256 distinct color levels for each color channel. In general, if you can get 64 different color levels spread over the LDR range, that is good enough for high-quality rendering.
Thank you so much Cem! Tuning in for some early morning Computer Graphics (CG)! Lovely! 🙂
Thank you for your course. You explained everything very clearly and with humor. I finally understand the principles of Bilinear/Trilinear filtering. Thank you very much!
It's super interesting to hear about alternative methods that are being researched and experimented with, especially since I've been so used to some of the older ideas of texturing and filtering for a long time
Best explanation of anisotropic filtering I've seen. Awesome!
"textures are the way we define information for objects". Haha, realization of this hit me when I was studying compute shader for the first time 👍. Before that I thought it's just a picture like most people.
well it IS a picture, the problem is how to correctly apply that one picture to a big, complex 3d model...
Wow - just found you! I used your Water Surface Particles from 2009 as the basis for my bachelor's degree. Thank you for making that!
Best explanation for aniso filtering! Thanks Cem!!
even though i already knew what you are teaching here, it was so fun to watch whole video !!! Awesome :D
Thank you for the learning resources! You are an inspiration :)
Thank you so much for this amazing content.
Thank you so much
I am not from america so it is very hard to find a beautiful lecture like this in my country.
I have watched your another lecture of this episode but I still have a question, I would really appreciate it if you answer.
43:00
Does the pixel corresponds to the very certain texel point? (so it's pointing exact texel value not pointing texel connected region)
Yes, the center of the pixel, which is the sample position we evaluate in the fragment shader, corresponds to a point (not a region) on the texture. To approximate the average texture color for the entire pixel area, we must use texture filtering.
@@cem_yuksel you saved my day
again thank you professor
I resume again watching this course. I've never receive a good explanation for filtering as this lecture does :)
Lol your face on the teapot
why doesn't anisotropic filtering ever go beyound 16x? it was like that in 1999 when counter-strike first came out (that's where i know it from) and it still remains like that now
16 texture reads can access up to 64 texels (4 for each), which is expected to be sufficient, since we only have 256 distinct color levels for each color channel. In general, if you can get 64 different color levels spread over the LDR range, that is good enough for high-quality rendering.
@@cem_yuksel but we can technically do more, right? did nobody every try to?
Great video! Harika :)
It wasn't clear to me how you calculated the area of pixel for trilinear filtering
Anyway to get that Stitch Meshes :) lmfao nice educational videos though for hobbyista like myself!
salute!
36:43 Science Fiction filtering, epic joke.