[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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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.
Thank you for the kind words! More to come!
You’re a great teacher
Thank you for the kind words!
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
Thank you! The Cherno is great--hopefully I put a different spin on things :)
I’ll following your videos on cpp and now I started studying your OpenGL videos. Fantastic material so well explained!!! Thank you.
Thank you for the kind words 🙂
amazing lecture, thanks for the hard work!
Cheers, you are most welcome!
great videos!
Love your videos man, thank you!
Thank you for the kind words and support!
Incredibly excellent keep going thank you so much for providing good contents :-)
You are most welcome!
perfect explanation! thank you!
Cheers!
Thanks a lot this is valuable information
Cheers!
Thanks, the white board helped.
A Luta Continua (The Struggle Continues)
Cheers!
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 .
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.
Thanks for making these videos. Do you provide private tutoring/mentorship?
Cheers! Not at this time -- though perhaps I would consider it for subscribing members in the future if there were enough for small groups.
Is the rendering pipeline part of the OpenGL spec?
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)
can you help me understand something about indices ?
See/comment on episode 16 on index buffers: ua-cam.com/play/PLvv0ScY6vfd9zlZkIIqGDeG5TUWswkMox.html
@@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 :)
you should read more
What reading would you suggest?
@@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
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