Principles of Lighting and Rendering with John Carmack at QuakeCon 2013 part 3

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КОМЕНТАРІ • 12

  • @BissoZ
    @BissoZ 11 років тому

    I felt great already knowing everything he was talking about, made me feel for a moment as brilliant as the guy, just for a moment.

  • @VHSRepair1
    @VHSRepair1 11 років тому +1

    He is talking about geometric optics, bidirectional reflective distribution functions, chemical structure of materials, optimisation for both probability models and for computer hardware.
    Thats mathematics.

  • @DiscordOfDave
    @DiscordOfDave 11 років тому

    Very interesting. Despite going to college for a different degree (CS), it seems that the problem solving needed is very similar. Very enlightening video!

  • @CBaggers
    @CBaggers 11 років тому

    Those are great tutorials, true. But arcsynthesis is not outdated and goes into details behind the mathematics which really helps why you try and troubleshoot problems that you will invariably run into. TLDR use both :)

  • @ShootMyMonkey
    @ShootMyMonkey 11 років тому

    I notice he didn't mention the hemicubes method for radiosity which largely solves the occlusion and visibility problem, but does it via rasterization using the same methods rasterizers have at their disposal for dealing with visibility. But in all fairness, it seemed like he was using that to segueway into MCRT. I've done talks like this one and if you start including every solution people have used, it's very hard to fit it into a definite time slot.

  • @ShootMyMonkey
    @ShootMyMonkey 11 років тому

    He mentions that raytracing is slower still, which is semi-inaccurate. Currently, what I'm seeing in my work in offline CG is that raytracing generally beats rasterization, partly because of trivial parallelization, but also because you don't need all the extra passes and data I/O for shadows/GI. It's slower if you just look at shade time only, but when you add up all the extra work a conventional micropoly rasterizer has to do to support all those features, it works out faster in practice.

  • @MASTERmw100
    @MASTERmw100 11 років тому

    k... so how do you implement this into the computer and make the magic work.....

  • @CBaggers
    @CBaggers 11 років тому

    Google 'arcsynthesis tutorials' for guides on getting into opengl. Or google 'udacity rendering' for a free video course on this kind of stuff (from first principles).

  • @Rosenzweigjcb
    @Rosenzweigjcb 11 років тому

    Arcsynthesis is outdating. Just go to open.gl.

  • @y0urbr3akfast
    @y0urbr3akfast 11 років тому

    whole 0 people disliked this video because it was to difficult to understand

  • @Pwnsweet
    @Pwnsweet 11 років тому

    I hate SSAO

  • @MaitredeDieu
    @MaitredeDieu 11 років тому

    programming OpenGL in C++ let you use the graphics card, then it's up to you to bash your head for years to gain a fine result as they do in their current tech :D
    try to learn with ogldev.net, good and easy tutorials if you know c++