[Episode 4] [Theory] The Programmable Graphics Pipeline (Interview Question) - Modern OpenGL

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  • Опубліковано 4 чер 2022
  • ►Full OpenGL Series Playlist: • Introduction to OpenGL
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    ►Lesson Description: In this lesson I discuss at a high level the graphics pipeline-- the journey of a vertex from 3D data to your 2D screen--as I'd like to say! This lesson is intended to be a high level overview to help you understand that geometry passes through multiple stages of a pipeline on your GPU. Some of the terminology on this video is going to be new, but that's okay, as we will continue later on in the series to deeper content.
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  • Наука та технологія

КОМЕНТАРІ • 34

  • @atlasflare7824
    @atlasflare7824 2 роки тому +23

    As a person who watch many OpenGL series, I believe that this is the king of all series I have watched. (in terms of how people explain the pipeline). Thank you and please continue to share OpenGL series videos.

    • @MikeShah
      @MikeShah  2 роки тому +3

      Thank you for the kind words! More to come!

  • @AstralBrando
    @AstralBrando 3 місяці тому +3

    You’re a great teacher

    • @MikeShah
      @MikeShah  3 місяці тому +1

      Thank you for the kind words!

  • @dwolrdcojp
    @dwolrdcojp 2 роки тому +5

    Good stuff! I was watching the cherno’s playlist on OpenGL and sometimes he gets ahead of himself while trying to code and explain the theory at the same time. Looking forward to learning more

    • @MikeShah
      @MikeShah  2 роки тому +4

      Thank you! The Cherno is great--hopefully I put a different spin on things :)

  • @helena9210
    @helena9210 Рік тому +3

    I’ll following your videos on cpp and now I started studying your OpenGL videos. Fantastic material so well explained!!! Thank you.

    • @MikeShah
      @MikeShah  Рік тому

      Thank you for the kind words 🙂

  • @stefanabreu
    @stefanabreu Місяць тому

    amazing lecture, thanks for the hard work!

    • @MikeShah
      @MikeShah  Місяць тому

      Cheers, you are most welcome!

  • @yashesvii
    @yashesvii 2 роки тому

    great videos!

  • @verbalkint8745
    @verbalkint8745 2 роки тому +1

    Love your videos man, thank you!

    • @MikeShah
      @MikeShah  2 роки тому

      Thank you for the kind words and support!

  • @learntolearn3063
    @learntolearn3063 2 роки тому +2

    Incredibly excellent keep going thank you so much for providing good contents :-)

    • @MikeShah
      @MikeShah  2 роки тому +2

      You are most welcome!

  • @charlie8342
    @charlie8342 9 місяців тому +2

    perfect explanation! thank you!

  • @ginko3846
    @ginko3846 Рік тому +1

    Thanks a lot this is valuable information

  • @joebosah2727
    @joebosah2727 Рік тому +1

    Thanks, the white board helped.
    A Luta Continua (The Struggle Continues)

  • @blaisofotso3439
    @blaisofotso3439 2 роки тому +1

    Hallo Mike,
    can you please defferentiate between vertex and point. In vertex specification : what is setting up our geometry on the cpu? is it loading the different point coordinates on the cpu?
    i think that moving from 3D representation to 2D will result in loosing some points .

    • @MikeShah
      @MikeShah  2 роки тому

      To be clear Vertex will refer to a 3D position in space. Point3D would mean the same thing. On occasion, I'll use 'point' in OpenGL to talk about a primitive (like a triangle), that refers to just rendering one vertex.

  • @HarpreetSingh-jd3tu
    @HarpreetSingh-jd3tu 5 місяців тому

    Thanks for making these videos. Do you provide private tutoring/mentorship?

    • @MikeShah
      @MikeShah  5 місяців тому +1

      Cheers! Not at this time -- though perhaps I would consider it for subscribing members in the future if there were enough for small groups.

  • @ribos2762
    @ribos2762 3 місяці тому +1

    Is the rendering pipeline part of the OpenGL spec?

    • @MikeShah
      @MikeShah  3 місяці тому

      This pipeline yes, effectively is what OpenGL supports (i.e. programmers view OpenGL as a set of functions to create a graphics pipeline). First page with diagram shows this: registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf :) (Of note, for compute shaders, they're more generic, and not necessarily only for rendering)

  • @ProgrammingWithRook
    @ProgrammingWithRook 6 місяців тому +1

    can you help me understand something about indices ?

    • @MikeShah
      @MikeShah  6 місяців тому

      See/comment on episode 16 on index buffers: ua-cam.com/play/PLvv0ScY6vfd9zlZkIIqGDeG5TUWswkMox.html

    • @ProgrammingWithRook
      @ProgrammingWithRook 6 місяців тому +1

      @@MikeShah thank you, but it isn't needed now although i will check the link out. I was having one of those moments, when you stare at something for so long it becomes something else. :)
      but thank you for getting in con tact :)

  • @abnereliberganzahernandez6337
    @abnereliberganzahernandez6337 2 місяці тому +1

    you should read more

    • @MikeShah
      @MikeShah  2 місяці тому

      What reading would you suggest?

    • @abnereliberganzahernandez6337
      @abnereliberganzahernandez6337 2 місяці тому +1

      @@MikeShah a more mathematical approach. jim blinn s corner a trip down the graphics pipeline.
      or marschner fundamentals of computer graphics.
      or more in depth math multiple view geometry zisserman.
      I need to know more about c++ i didn t even know what a link was

    • @MikeShah
      @MikeShah  2 місяці тому +1

      Blinn's Corner would be nice for a software rasterization series, though it is nearly 30+ years old. Marschner's text is very good for reading -- and I would expect most folks in a graphics course may use that and supplement with my videos for application. See my series on C++ for more.
      @@abnereliberganzahernandez6337