I've been watching your computer graphics lectures on the weekends for the last 6 months. These are the best lectures I've ever seen. I've learned a lot, not just about computer graphics, but also about how to make engaging educational videos. Thank you, this is truly amazing work!
i just saw this ideo and i must say i really like your energy. i will start watching this playlist from begining and hopefully implement my first raytracer! thank you for doing this.
This course helped me a lot! I was almost giving up on the field because I couldn't understand the Rendering equation, but that changed thanks to a video of yours that I found on the yt. I watched all of your videos! I can't find words to describe the quality of your content. A big thank you and my sincere congratulations!
What a series! Thank Cem for all the hard work. Am actually sad that this seems like a last lecture in this series. The style of explanation is good, the energy has been amazing throughout. Well the mantle is now onto us to use this knowledge and take it forward. However, what would be cherry on the top is (and it's a humble request) a series which focuses on ray tracing, sampling theory, monte carlo-PDF-CDF, Next event estimation etc. from you. Even if it's just from the theoritical pov, it would add tremendous value and completeness considering your way of explaining things. Once again, thanks a lot for this series. Really appreciate it.
Just finished this series, and I must agree, this is one of the best and most comprehensive introductions to graphics I've ever seen! I work on graphics applications professionally, but I still learned of new and interesting techniques through these videos (especially for some of the later videos). Thank you, Cem!
damn watching intro to cg first and then interactive graphics rly took me a while :D but glad i stumbled across it. really well explained and what u are explaining is LEGIT, its rly cool to see some of ur articles for gdc etc. good stuff 👍 i hope im ready to get into the weeds now
I've been watching this playlist for a month or so, it taught and motivated me a lot to study more on this topic! I can't say thank you enough and it was a great time learning from you though it was a kind of virtual :) I hope all of your works and life go well and I hope to see you someday in real life! Thanks again for all of this lectures, talks and your researches!
Just finished watching all video, from Introduction to Computer Graphics to Interactive Computer Graphics series. Definitely recommend to anyone who interesting in learning Computer Graphics! Thank you for upload high quality video.
Your videos are exceptionally well structured. Even when you go back it's obvious why you go back and it makes the topic so easily digestible. Thank you! :)
Hi Cem, I'm trying to find a topic for my master thesis in engineering in Milan, and this series (and the other one) has been super useful to review basic and advanced concepts, and even new ideas thanks to your academic articles! The way you explain hard topics is amazing, you make them seem so simple and interesting. Even if I've only listened to your explainations in these videos (Utah is a bit far away from me at the moment...) I can tell you are very passionate about your job, and this is all that matters imho. Thank you!
Thank you so much for this course Mr. Yuksel. I really appreciate this was made available for free! Thank you and the University of Utah for making learning hard stuff accessible! I look forward to taking the next steps in my humble attempts as a hobbyist graphics programmer armed with the knowledge gained in this valuable gem of a course (pun intended ;) )
Super cool stuff wrt RT specific hardware research that was/is happening at the University. I do wonder though whether it will ever be possible to have truly RT-only hardware. Because that would imply moving non-physical object rendering (stuff like UI) to software where currently we can use the existing graphics pipelines to do that work.
Very nice 👍🏻 I'm considering passing this on to my juniors as ramping up material. The only thing that made my eyebrows move was the discussion of transparency: with physically plausible rendering, transparent objects have an IOR hence refraction, which calls for secondary rays regardless. The sort of pure transparency explained in the video is more of a corner case to handle thin transparency, which is a deviation from physics to allow more artistic control.
Watching your videos makes me happy. Perhaps it's the way you talk or explain things but either way it's quite informative and fun :) Thank you for uploading these videos.
Cyberpunk has finally offered "Overdrive" mode to replace "Psycho ray tracing (RT)" mode. Psycho RT is basically whitted RT for some shadows (meaning some light sources that are enabled) and some reflections combined with regular rasterization techniques. Overdrive is full path tracing, meaning every light source affects shadows/reflections. It's the first non-super-old game to get path RT. Portal 2 RTX and Quake 2 RTX had it first. If you find a good video showcasing psycho RT versus Overdrive, there are some scenes where some objects just don't have shadows due to the light sources nearby neither being selected for RT nor having a rasterization approximation inserted in. With Overdrive, every scene, every light source, every object in view of some light casts shadows. Some scenes look identical almost (like the one he opened up with looking very similar) while others are like "This scene... has no shadows at all versus realistic shadows." Path RT is pretty cool, and it's cool some PCs can handle it in a game like Cyberpunk. For 4k maybe 60 fps, you need a 4090. You can get by with 1080p or DLSS with a 3080.
Hi thank you for doing this series! Really appreciate it. Just one thing: can you change the microphone? The audio quality is really poor and makes it hard to listen to.
Let's assume that this concept of raytracing-only GPU is already implemented. In that case, how the UI in browsers and games should be rendered? It should be some sort of compute-based software rasterization?
There's something I still don't understand about this. In real time RTX, wouldn't the GPU need to know what the entire scene looks like, including textures/materials, lighting information, instances of players/enemies and their locations and so on, in order to compute anything accurately? In my OpenGL based game engine, I render different objects individually one-by-one and on the GPU I don't have any way of accessing information about other objects or their textures or lighting or anything like that. From my perspective, it seems like it could get really complicated and/or computationally slow very easily. This is something that is trivial with CPU based raytracing, but it doesn't make much sense to me in the context of GPU raytracing.
you knows its funny how he looks like he is a person with no earthly posessions he roams arounds and spreads infinite wisdom and knowledge about computer graphics programming and maths 😂
How about Lumen for Global EnLumenation from Unreal engine 5? Only one comment i read that lumen was using ALOT of CPU cache. I see at least in software mode its still using screenspace Shadowing, not counting the ScreensSpace bounce lighting. No ssd was helping(the way it was packaged anyway) for the performance If they can improve et , its a serious tool
Amazing video. Please keep going
I've been watching your computer graphics lectures on the weekends for the last 6 months. These are the best lectures I've ever seen. I've learned a lot, not just about computer graphics, but also about how to make engaging educational videos. Thank you, this is truly amazing work!
i just saw this ideo and i must say i really like your energy. i will start watching this playlist from begining and hopefully implement my first raytracer! thank you for doing this.
This course helped me a lot! I was almost giving up on the field because I couldn't understand the Rendering equation, but that changed thanks to a video of yours that I found on the yt. I watched all of your videos! I can't find words to describe the quality of your content. A big thank you and my sincere congratulations!
What a series! Thank Cem for all the hard work. Am actually sad that this seems like a last lecture in this series. The style of explanation is good, the energy has been amazing throughout. Well the mantle is now onto us to use this knowledge and take it forward. However, what would be cherry on the top is (and it's a humble request) a series which focuses on ray tracing, sampling theory, monte carlo-PDF-CDF, Next event estimation etc. from you. Even if it's just from the theoritical pov, it would add tremendous value and completeness considering your way of explaining things.
Once again, thanks a lot for this series. Really appreciate it.
i love that he's so excited to explain the stuff that he's just smiling through this whole presentation.
one of the best lectures I've taken in my life, thanks a lot!
I have watched the entire course and learned a lot. It is really exceptionally well done. Thank you for your hard work.
Just finished this series, and I must agree, this is one of the best and most comprehensive introductions to graphics I've ever seen! I work on graphics applications professionally, but I still learned of new and interesting techniques through these videos (especially for some of the later videos). Thank you, Cem!
damn watching intro to cg first and then interactive graphics rly took me a while :D but glad i stumbled across it. really well explained and what u are explaining is LEGIT, its rly cool to see some of ur articles for gdc etc. good stuff 👍 i hope im ready to get into the weeds now
I've been watching this playlist for a month or so, it taught and motivated me a lot to study more on this topic! I can't say thank you enough and it was a great time learning from you though it was a kind of virtual :) I hope all of your works and life go well and I hope to see you someday in real life! Thanks again for all of this lectures, talks and your researches!
I don't know why this channel has that low popularity. You're lessons are awesome! Thanks.
Just finished watching all video, from Introduction to Computer Graphics to Interactive Computer Graphics series. Definitely recommend to anyone who interesting in learning Computer Graphics! Thank you for upload high quality video.
Thank You for these two fantastic courses - Intro to Graphics and this! They are trully GEMS! Kudos to You!
Your videos are exceptionally well structured. Even when you go back it's obvious why you go back and it makes the topic so easily digestible. Thank you! :)
Thank you so much for those lectures! I've watched them a while ago and will try to redo the assignments with wgpu :)
Thank you very much for sharing this. I'm starting a task on volume rendering. Your courses are really helpful. It explained so much.
Hi Cem, I'm trying to find a topic for my master thesis in engineering in Milan, and this series (and the other one) has been super useful to review basic and advanced concepts, and even new ideas thanks to your academic articles!
The way you explain hard topics is amazing, you make them seem so simple and interesting. Even if I've only listened to your explainations in these videos (Utah is a bit far away from me at the moment...) I can tell you are very passionate about your job, and this is all that matters imho.
Thank you!
Thank you so much for this course Mr. Yuksel. I really appreciate this was made available for free! Thank you and the University of Utah for making learning hard stuff accessible! I look forward to taking the next steps in my humble attempts as a hobbyist graphics programmer armed with the knowledge gained in this valuable gem of a course (pun intended ;) )
Super cool stuff wrt RT specific hardware research that was/is happening at the University. I do wonder though whether it will ever be possible to have truly RT-only hardware. Because that would imply moving non-physical object rendering (stuff like UI) to software where currently we can use the existing graphics pipelines to do that work.
Another amazing course by the legendary Cem Yuksel! Loved 4600 and currently in 6610 :)
Thank you so much for your effort Cem!
your channel is going to go viral im sure!
Not quite, but, as far as I know, comments and likes really help.
Very nice 👍🏻 I'm considering passing this on to my juniors as ramping up material. The only thing that made my eyebrows move was the discussion of transparency: with physically plausible rendering, transparent objects have an IOR hence refraction, which calls for secondary rays regardless. The sort of pure transparency explained in the video is more of a corner case to handle thin transparency, which is a deviation from physics to allow more artistic control.
Watching your videos makes me happy. Perhaps it's the way you talk or explain things but either way it's quite informative and fun :) Thank you for uploading these videos.
Thank you Cem for the course and your enthusiasm!
Again, thanks for sharing knowledge. What's the next topic/series are you planning, prof. Yuksel?
Let it be a surprise. :)
Keep them coming! Thank you so much, Cem. Super valuable to me as a CG artist.
Cyberpunk has finally offered "Overdrive" mode to replace "Psycho ray tracing (RT)" mode. Psycho RT is basically whitted RT for some shadows (meaning some light sources that are enabled) and some reflections combined with regular rasterization techniques. Overdrive is full path tracing, meaning every light source affects shadows/reflections.
It's the first non-super-old game to get path RT. Portal 2 RTX and Quake 2 RTX had it first.
If you find a good video showcasing psycho RT versus Overdrive, there are some scenes where some objects just don't have shadows due to the light sources nearby neither being selected for RT nor having a rasterization approximation inserted in. With Overdrive, every scene, every light source, every object in view of some light casts shadows. Some scenes look identical almost (like the one he opened up with looking very similar) while others are like "This scene... has no shadows at all versus realistic shadows." Path RT is pretty cool, and it's cool some PCs can handle it in a game like Cyberpunk.
For 4k maybe 60 fps, you need a 4090. You can get by with 1080p or DLSS with a 3080.
Teşekkürler, Cem.
Thank you for the great course!
Thank you for this!!!
Hi thank you for doing this series! Really appreciate it. Just one thing: can you change the microphone? The audio quality is really poor and makes it hard to listen to.
Let's assume that this concept of raytracing-only GPU is already implemented. In that case, how the UI in browsers and games should be rendered? It should be some sort of compute-based software rasterization?
How about a separate pipeline or an entire separate GPU for rasterization? ;-)
When we can expect the Ray Tracing for Graphics course to be published?
There's something I still don't understand about this. In real time RTX, wouldn't the GPU need to know what the entire scene looks like, including textures/materials, lighting information, instances of players/enemies and their locations and so on, in order to compute anything accurately? In my OpenGL based game engine, I render different objects individually one-by-one and on the GPU I don't have any way of accessing information about other objects or their textures or lighting or anything like that. From my perspective, it seems like it could get really complicated and/or computationally slow very easily. This is something that is trivial with CPU based raytracing, but it doesn't make much sense to me in the context of GPU raytracing.
This course is awesome and help me a lot!!!😁 Do you have a plan to make a course about rendering in mobile phone?🥰
i need OpenGL Shading Language for ray-tracing o i must use Vulkan o Direct X HLSL for shader e global illumination ?
Will the Ray Tracing course be uploaded someday? :))
Someday, perhaps...
@@cem_yuksel Well, we wait!
ellerinize sağlık hocam
you knows its funny how he looks like he is a person with no earthly posessions he roams arounds and spreads infinite wisdom and knowledge about computer graphics programming and maths 😂
cyberpunk and alan wake and portal and others all have realtime path tracing
The audio is distorted at some points. A brilliant lecture otherwise!
How about Lumen for Global EnLumenation from Unreal engine 5?
Only one comment i read that lumen was using ALOT of CPU cache.
I see at least in software mode its still using screenspace Shadowing, not counting the ScreensSpace bounce lighting.
No ssd was helping(the way it was packaged anyway) for the performance
If they can improve et , its a serious tool