How TRIANGLES make up 3D MODELS

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  • Опубліковано 18 чер 2024
  • Patreon: / floatymonkey
    Discord: floatymonkey.com/discord
    Instagram: / laurooyen
    0:00 Introduction
    0:18 3D Model
    1:51 Triangulation
    3:37 Vertex Buffer
    6:05 Index Buffer
    7:51 Vertex Normal
    #math #computergraphics

КОМЕНТАРІ • 30

  • @FloatyMonkey
    @FloatyMonkey  4 роки тому +13

    Thanks everyone for the 172 subscribers, can we hit 200 before the end of this year?!
    This subscriber count makes me feel quite some pressure.
    Please let me know what you think of this video.

  • @cemsengul16
    @cemsengul16 2 роки тому +6

    Kind of insane when you think about it. We perceive complete smooth shapes when we play 3D games but our computer is constructing these shapes in real time conducting complex mathematics.

  • @CosmicComputer
    @CosmicComputer 4 роки тому +8

    This was incredible, you’ve taught me so much so far, thank you! Your channel is going to go places with this kind of content, I can’t wait for the next video!

    • @FloatyMonkey
      @FloatyMonkey  4 роки тому +1

      Hi Logan, thank you so much for all your supportive comments thus far. They really motivate me a lot!

  • @gutzimmumdo4910
    @gutzimmumdo4910 2 роки тому +1

    dam i see u are an artist in the description, but are u a math hobbyst aswell? u have quite the knowldge of math, very good video.

  • @chicapercebe
    @chicapercebe 3 роки тому +1

    amazing channel! thank you for this explanation!!

  • @hossamfadeel
    @hossamfadeel 3 роки тому +2

    Thanks a lot. Great Explanation.
    Really appreciate your efforts.

  • @tankiwilliew
    @tankiwilliew Рік тому

    Incredible videos, appreciate the work a lot

  • @aydaryakup4540
    @aydaryakup4540 Рік тому

    YOUR CHANNEL IS AWESOME!!! thank you!!!!!

  • @tmich34
    @tmich34 3 роки тому +2

    just watched your video on "How real time computer graphics and raterisaiton works".
    I come from an mechanical engineering background.
    Would it be possible to do an in-depth video on each of the stages that you talked about, but a bit more slowly and with more examples.
    This is one of the best videos I found on the topic.
    Thanks.

  • @roxferesr
    @roxferesr 4 роки тому +3

    Your channel is a goldmine! Love the way you explain these subjects
    I would love for a future video to explain how complex models are stored and read by 3D software

    • @FloatyMonkey
      @FloatyMonkey  4 роки тому

      Wow, thanks! Not sure what you mean by 'complex models', do you mean things like vertices, edge loops, faces, etc. ?
      Next week I'll start making video's again. I noticed you follow me on Instagram, if you've seen my latest post you already know the subject for one of them ;)

  • @Hannah13147
    @Hannah13147 2 роки тому +1

    Thank you so much!!!!

  • @yannanydeira
    @yannanydeira Рік тому

    Thank for your explanation, simple but very effective

  • @JannisAdmek
    @JannisAdmek 4 роки тому +1

    3:40 into the video: I subscribed, very nice content! :)
    Edit: OMG this video is amazing!

  • @eccentricaste3232
    @eccentricaste3232 7 місяців тому

    I should dedicate a day for all your videos.

  • @snake4eva
    @snake4eva 3 роки тому +1

    These lectures are superb its a shame that it isnt getting more views. I have a question to ask. Do you have any reference material that you could recommend that helped you to understand this topic? I've been looking through many videos about shaders and graphics pipeline and these are the most comprehensive and short videos that nails the point.

    • @FloatyMonkey
      @FloatyMonkey  3 роки тому +1

      Oh thanks. I’ve been doing graphics programming for over 6 years now and everything I explain in my videos is a brain dump of what I’ve learned during that time by reading hundreds if not thousands of articles. On top of that I not only read but also practice by implementing these techniques in my own game engine which is key to better understand them. If I did have to name one resource (for beginners) though it would have to be learnopengl.com. Hope this helps.

    • @snake4eva
      @snake4eva 3 роки тому

      @@FloatyMonkey Thanks a mil keep up the good work

  • @wooSandy
    @wooSandy 2 роки тому

    awesome,great video for beginners

    • @wooSandy
      @wooSandy 2 роки тому

      should be more subscribers

  • @lawdpuliix
    @lawdpuliix 10 місяців тому

    i just got here and man, i feel like i am a graphics programmer already, despite just starting out😂

  • @dannywaterss
    @dannywaterss 3 роки тому

    Thank you for the video)
    So triangles are always and in any case better for calculations than quads?
    I just don't understood why I should triangulate the model if it creates more polygons. Is the reason just in calculating twice one edge?

    • @FloatyMonkey
      @FloatyMonkey  3 роки тому +2

      Yes, triangles are always superior to quads, at least when a computer needs to handle them. Their use simplifies the math and therefore increases performance. Triangles are the only polygons where its vertices are guaranteed to lie on a single plane. The vertices of a quad can lie in a single plane but can also lie in two planes. One of the problems with this is you can no longer calculate the normal vector because in some cases you might have two. This is just a simple example but the plethora of mathematical simplifications when using triangles extends way beyond what I can explain in a single comment. It's true that triangulation creates more polygons and thus uses a bit more memory on average but the computational advantages far outweigh the increased memory usage.

    • @dannywaterss
      @dannywaterss 3 роки тому +2

      @@FloatyMonkey Thank you very much, this knowledge is a real treasure

  • @rodrigocausarano969
    @rodrigocausarano969 Рік тому

    I'm sorry but I didn't understand the end. You showed how to calculate the normal of the top vertex and store that value in the vertex buffer. But how do you calculate the normal of all the other vertices? What value do you store for the normals of those vertices?

    • @FloatyMonkey
      @FloatyMonkey  Рік тому +1

      You have to repeat the same steps. The normal of a vertex is just the average of the normals of the triangles that contain that vertex. As a side note, in practice we might use something fancier than a regular average, eg. an area weighted average.

    • @rodrigocausarano969
      @rodrigocausarano969 Рік тому +1

      @@FloatyMonkey Got it! You rock