The Secret Behind Photorealistic And Stylized Graphics

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  • เผยแพร่เมื่อ 26 ก.ย. 2024
  • Thank you Helix Sleep for sponsoring! Click here helixsleep.com... to get 30% off an Elite or Luxe mattress (plus two FREE pillows!) - or take 25% off sitewide - during their Memorial Day Sale, which ends May 30th. If you miss this limited time offer, you can still get 20% off using my link! Offers subject to change. #helixsleep
    Despite aesthetic diversity, the math that drives video game and movie lighting is almost always derived from the same exact lighting model. Knowing is half the battle, so today we go over how Disney derived their hallmark principled BRDF and how you could do it yourself!
    Support me on Patreon!
    / acerola_t
    Socials:
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    Github: github.com/Gar...
    Topics Covered: what math is, how light works conceptually, the rendering equation, diffuse light, lambertian reflectance, lambertian diffuse BRDF, specular reflectance, phong lighting, blinn-phong BRDF, microfacet theory, the microfacet BRDF model, the Burley diffuse, microfacet distribution, fresnel reflectance, geometric attenuation, Disney's principled BRDF
    References:
    seblagarde.wor...
    media.disneyan...
    boksajak.githu...
    github.com/wda...
    diglib.eg.org:...
    Music:
    Afternoon Break - Persona 3 OST
    In A Moment's Time - Skullgirls OST
    Junes Theme - Persona 4 OST
    Midori Eyes - Paradise Killer OST
    GO!GO!STYLE - Paradise Killer OST
    New Game - World Of Horror OST
    During The Test - Persona 3 OST
    Layer Cake - Persona 5 OST
    A New Frontier - Va11Halla OST
    Judgement - Sonny Boy OST
    Neon District - Va11Halla OST
    Every Day Is Night - Va11Halla OST
    Your Love Is A Drug - Va11Halla OST
    With Renewed Hope, We Continue Forward - Va11Halla OST
    Like A Dream Come True - Persona 4 OST
    Afternoon Break - Persona 3 Reload OST
    Thanks for watching!
    This video is dedicated to my friend, Alotryx.
    #acerola #gamedev #unity3d #graphics #shaders

ความคิดเห็น • 720

  • @Acerola_t
    @Acerola_t  4 หลายเดือนก่อน +90

    Thank you Helix Sleep for sponsoring! Click here helixsleep.com/acerola to get 30% off an Elite or Luxe mattress (plus two FREE pillows!) - or take 25% off sitewide - during their Memorial Day Sale, which ends May 30th. If you miss this limited time offer, you can still get 20% off using my link! Offers subject to change. #helixsleep

    • @weirdernow
      @weirdernow 4 หลายเดือนก่อน

      hi

    • @Sietse154
      @Sietse154 4 หลายเดือนก่อน +3

      I wasn't paying attention and heard 'customized matrices' and almost got excited

    • @fierrosound
      @fierrosound 4 หลายเดือนก่อน +1

      That was one of the best promotional integrations I've ever seen. Your ability to be entertaining no matter the topic is just ridiculous! Plz buiz people send this guy more money!

    • @burnobad
      @burnobad 3 หลายเดือนก่อน

      Thank you, great video. As someone who recently finished college degree in "Game Development", but needs to enchanse my skills to qualify for job positions, i want to say that your videos are increadible and they have helped me a lot

    • @PennyEvolus
      @PennyEvolus 3 หลายเดือนก่อน

      acerola were programmers we dont sleep

  • @StupidEdits
    @StupidEdits 4 หลายเดือนก่อน +2121

    "A computer doesnt know what these words mean" me too computer, me too

    • @D.S69
      @D.S69 4 หลายเดือนก่อน +11

      same

    • @glitch_golem
      @glitch_golem 2 หลายเดือนก่อน +7

      “I like your funny words magic man”

  • @felicityc
    @felicityc 4 หลายเดือนก่อน +961

    thank you acerola, I can finally continue to use advanced lighting techniques for making my hentai games in unity

    • @Apersonl0l
      @Apersonl0l 4 หลายเดือนก่อน +46

      -links?-

    • @acceptablecasualty5319
      @acceptablecasualty5319 4 หลายเดือนก่อน +128

      please do, most of those have TERRIBLE optimization

    • @tom-on
      @tom-on 4 หลายเดือนก่อน +23

      ​@@acceptablecasualty5319 How would you know?

    • @jeanzyx1707
      @jeanzyx1707 4 หลายเดือนก่อน +45

      @@tom-on the important is that he does implement it. The rest is irrelevant.

    • @pacomatic9833
      @pacomatic9833 3 หลายเดือนก่อน +10

      Now ********* will be twice as realistic!
      And you're not even using VR yet!

  • @n3vin192
    @n3vin192 4 หลายเดือนก่อน +602

    As a graphics engineer who had to work on implementing Disney BSDF, this video is amazing.

    • @felixmoore6781
      @felixmoore6781 3 หลายเดือนก่อน +39

      Somehow I doubt this video is a graphics engineer, but it sure is amazing.

    • @MarsCorporations
      @MarsCorporations 3 หลายเดือนก่อน +79

      @@felixmoore6781 This video is, in fact, not a graphics engineer. It is a collection of bytes, waiting to be decoded into rectangular bitmaps and played back at a fast pace to give you the illusion of motion.

    • @irgendwer3610
      @irgendwer3610 3 หลายเดือนก่อน +34

      @@MarsCorporations you just broke my immersion.

    • @MarsCorporations
      @MarsCorporations 3 หลายเดือนก่อน +9

      @@irgendwer3610

  • @ZettXXII
    @ZettXXII 4 หลายเดือนก่อน +276

    "if you think this is too simple... just remember that you're the one that convinced yourself that math has to be complicated"
    so good

    • @CaptMorpheusZ
      @CaptMorpheusZ หลายเดือนก่อน +4

      Then proceeds to show the most complicated maths I have witnessed so far.

  • @ConiferCreates
    @ConiferCreates 4 หลายเดือนก่อน +513

    Acerola last video: "Rendering Equation? What's that?"
    Acerola this video: "Anyway, here's a video all about the Rendering Equation"

    • @kaletriton
      @kaletriton 4 หลายเดือนก่อน +38

      The kinda guy to answer his own questions and share his results with the rest. Part of why I love this guy.

    • @CockatooDude
      @CockatooDude 3 หลายเดือนก่อน

      The amazing power of learning.

    • @zyansheep
      @zyansheep 3 หลายเดือนก่อน +4

      ​@@kaletritonIts the circle of -life- science!

  • @victoravilaparcet904
    @victoravilaparcet904 4 หลายเดือนก่อน +406

    "Why is this the denominator?" For those curious as to why 4 is the correct constant to use in the microfacet specular BRDF denominator, see Earl Hammon's 2017 GDC talk's slides ("PBR Diffuse Lighting for GGX+Smith Microsurfaces", p.32)

    • @whackareal
      @whackareal 4 หลายเดือนก่อน +37

      That’s a whole lot of letters

    • @DakkyW
      @DakkyW 4 หลายเดือนก่อน +2

      bless thank you

    • @l3monguy
      @l3monguy 4 หลายเดือนก่อน +1

      ​@@whackareal Hah, he just made those words up

    • @bartolomeus441
      @bartolomeus441 3 หลายเดือนก่อน +2

      I'm 80% sure that if I look it up, I will get rickrolled

    • @itec-ss5pk
      @itec-ss5pk 3 หลายเดือนก่อน +5

      I knowww this man didn't just flawlessly APA in-text cite a lecture after hours

  • @WarriorOfJelly
    @WarriorOfJelly 4 หลายเดือนก่อน +3127

    but acerola,

    • @adicsbtw
      @adicsbtw 4 หลายเดือนก่อน +126

      but acerola!

    • @Ikxi
      @Ikxi 4 หลายเดือนก่อน +76

      but acerola,

    • @matytoonist
      @matytoonist 4 หลายเดือนก่อน +63

      but Acerola,

    • @slepp449
      @slepp449 4 หลายเดือนก่อน +48

      but Acerola,

    • @Sped55
      @Sped55 4 หลายเดือนก่อน +44

      but acerola!

  • @artemisDev
    @artemisDev 4 หลายเดือนก่อน +887

    I think dot product is very underappreciated. There should be a dot product day like we have the pi day.

    • @monad_tcp
      @monad_tcp 4 หลายเดือนก่อน +23

      you probably don't need PI if you can do dot product. true fact of linear algebra, the only mathematics that you should actually learn, because its actually useful

    • @JohnnyWednesday
      @JohnnyWednesday 4 หลายเดือนก่อน

      Another shill for "Big Dot Product"

    • @Grstearns
      @Grstearns 4 หลายเดือนก่อน +23

      I nominate the Spring equinox

    • @NotABean_
      @NotABean_ 4 หลายเดือนก่อน +14

      i agree!! dot product came in clutch the other day when i need to calculate player movement on slopes for a platformer. 10/10 function, will use again

    • @enque01
      @enque01 4 หลายเดือนก่อน

      It sounds like you would appreciate the videos on "geometric algebra". Search for them. Thank me later.

  • @pikminfreak0011
    @pikminfreak0011 4 หลายเดือนก่อน +117

    Some additional notes and a *slight* tangent for anyone who wants it: The Disney model is also referred to as the Principled model, and this is the name most of the industry seems to use now. The model, specifically the updated BSDF version of it, is used almost everywhere for computer graphics, as Acerola stated. From game engines to modeling and rendering software, everything uses it. But although it can be used for realistic and stylized lighting alike, it's also worth noting that this is far from the only way to make stylized graphics. Many games take what's known as an NPR (Non-Physical Rendering) approach. There's no right or wrong way to do it, but the most common technique is to take the data output of the Lambertian Diffuse and feed it into a gradient map/color ramp, mapping the different light values to artist-controlled colors. This allows for the creation of shading similar to what an artist might draw in 2D, also known as Cel or Toon shading. Since the artist has full control over the color gradient, this can be used to achieve a range of stylistic effects, such as entirely separate colors for highlights, midtones and shadow, or control over how smooth/sharp the transition between light and shadow will be. It's incredibly powerful for its simplicity and has been used in games such as the Legend of Zelda: the Wind Waker, Jet Set Radio Future, and others. The technique has recently gained popularity within the indie game scene, in part due to the heavy focus on physically-based graphics in the AAA space. I've personally always found the technique to be quite fascinating, as with the right effort it produces results which stand out quite a lot from most 3D artwork.

    • @tanktheta
      @tanktheta 4 หลายเดือนก่อน +5

      I've actually worked with NPR quite a bit, it's got some really good results when mixed with normal map tweaks and layering.
      Though I do find it's hard to incorporate scene based coloring into these NPR systems, which I've personally struggled with. Since the gradient map/ color ramp dominates the entire thing. Do you have any recommendations for effectively a cel shading type that takes in color data from the scene and blends it with the base color information?

    • @inv41id
      @inv41id 4 หลายเดือนก่อน

      @@tanktheta Just... have different colour ramps for each scene? I don't exactly see the issue here.

    • @pikminfreak0011
      @pikminfreak0011 4 หลายเดือนก่อน +3

      @@tanktheta While not necessarily color data from *the whole scene*, I know it is possible to mix the mapped colors (or parts of it, if you don't want *everything* affected) with the color of any relevant scene lights in the final color output. I have not had a chance to experiment much with this myself though, and I know the approach is gonna differ from engine to engine. Games on older systems (like the Gamecube) had to work with a number of limitations in that regard, such as only being affected by one light source at a time. That game also used a variety of color palettes to change the shading on a per-scene basis. Some were picked by the artists, others were generated automatically by mixing two palettes to form a transitional palette (say, between evening and night for instance). Something that specific likely isn't needed with today's tech though.

  • @Nein01
    @Nein01 4 หลายเดือนก่อน +103

    This video is priceless. I finally have a decent understanding of so many sliders and terms from Blender or Unreal that I used to kinda arbitrarily mess around with until it "sorta looked right".

  • @MrSkydemon64
    @MrSkydemon64 4 หลายเดือนก่อน +114

    I appreciate how your videos treat me like an inquisitive person, it feels like being in a college lecture where I'm expected to have done further research and tried myself before attending

  • @XetXetable
    @XetXetable 4 หลายเดือนก่อน +67

    "This looks too simple"
    "Well, that's your problem"
    > Proceeds to make equation significantly more complicated because it was, indeed, too simple.

  • @screej1088
    @screej1088 4 หลายเดือนก่อน +458

    I love Acerola’s videos because the further in we go the less words I understand

    • @admiraladama5877
      @admiraladama5877 4 หลายเดือนก่อน +28

      It’s the PBS space time of graphics programming. And the more you listen the more it slowly starts to sink in

    • @zekiz774
      @zekiz774 3 หลายเดือนก่อน +3

      Yeah you have to watch the video multiple times to fully get it. The second time watching it, I actually kinda understood what's going on.

    • @pisscvre69
      @pisscvre69 3 หลายเดือนก่อน

      even words i should get i dont like how he kept saying “fernel” when j saw typed “fresnel” and i know fresnel as a word already so i think thats what he meant?

    • @sopapopp
      @sopapopp 3 หลายเดือนก่อน +6

      last word i understood was mattress

  • @goyosoyoyo
    @goyosoyoyo 4 หลายเดือนก่อน +116

    adding a cat cam to the ad was a different kind of diabolical.
    really took advantage of my gen z ass tic tok brain

  • @DoobooDomo
    @DoobooDomo 4 หลายเดือนก่อน +25

    Worth pointing out that one of the main benefits of physically-based rendering is so that materials look plausibly the same under many different lighting conditions -- not just the one they were authored in.
    Also, worth mentioning that GGX was a rediscovery -- it was already known as the Trowbridge-Reitz distribution. GGX is shorter sure (ground glass X?) but it would be nice to fight against the Law of Eponymy once in a while.

  • @SX_7
    @SX_7 4 หลายเดือนก่อน +209

    Honestly most incredible trick to hold watcher's attention throught a sponsored segment I've ever seen

    • @daydreamteam1366
      @daydreamteam1366 4 หลายเดือนก่อน +14

      It worked...

    • @PropaneWP
      @PropaneWP 4 หลายเดือนก่อน +23

      Acerola's vids are the one exception where I don't skip the sponsor.

    • @pedroscoponi4905
      @pedroscoponi4905 4 หลายเดือนก่อน +14

      100% hit rate with me so far, makes you wonder why other channels don't do it

  • @seedmole
    @seedmole 4 หลายเดือนก่อน +149

    lol at polarization being way too big of a can of worms to even begin to touch on

    • @Gwehyr
      @Gwehyr 4 หลายเดือนก่อน +24

      polarization is so simple though /j
      the light be wiggling in too many directions.
      polarization is culling the light that wiggles wrong.
      the light failed the wiggle test it must be culled.

    • @tfk_001
      @tfk_001 4 หลายเดือนก่อน +8

      Somehow two videos in a row I got to talk about meteorology. After 2011, WSR-88D radars received an upgrade so that rather than shooting out a single nonpolarized beam, it shoots out two beams perpendicularly polarized (idk the term for this but theyre each polarized and their normal vectors are perpendicular) allowing us to observe so many more products, such as differential reflectivity (where we see how the reflectivity "stretches" vertically or horizontally) which allows us to essentially profile the cross sections of hydrometeors and tell things such as the correlation coefficient between all local hydeometeors

    • @Crustee0
      @Crustee0 3 หลายเดือนก่อน +1

      ​@@Gwehyrbut somehow polar filter overlaid at certain angles (i forgot if its 45 or 90) let light wiggle in more direction than if you add up both filter individually 😂

    • @blitzar8443
      @blitzar8443 3 หลายเดือนก่อน

      ​@@Gwehyrthank you 🤣🤣🤣

  • @jinxhijinx1768
    @jinxhijinx1768 4 หลายเดือนก่อน +63

    no one else notice mans arms doubling in size in just 4 months?

    • @mikafoxx2717
      @mikafoxx2717 4 หลายเดือนก่อน +15

      He's getting too powerful..
      But yeah wow, he's been hitting the gym for sure.

  • @luyandolove
    @luyandolove 4 หลายเดือนก่อน +83

    “Most people are never taught, or come to conceptualize, what math actually is.” 1:06
    I feel like this is what surprised me most about your videos as someone who plays video games but knows nothing about making them. I had no idea that you could use math for art and rendering, much less complex math like trigonometry. Like I’m OK at math but I wish my teachers would have showed some of this shit. To me algebra just “more complicated 1+1=2” I had no idea about any of these applications until recently.

    • @ThisIsTheInternet
      @ThisIsTheInternet 4 หลายเดือนก่อน +18

      What did you think was involved in 3D graphics?

    • @insentia8424
      @insentia8424 4 หลายเดือนก่อน +20

      A computer is a computing machine. All it does is compute some way or another. I'm really curious what you thought the computer did to do *anything* in the game at all.

    • @luyandolove
      @luyandolove 4 หลายเดือนก่อน +12

      @@ThisIsTheInternet Genuinely, I had no clue. This will sound hilarious to you but I really just thought 3D graphics people just created the art, animated it and then dropped it into the game.

    • @luyandolove
      @luyandolove 4 หลายเดือนก่อน +17

      @@insentia8424 I’ll just take the L and admit I’m pretty technologically illiterate. But thanks to these videos I feel like I understand a little more about math and how computers work.

    • @volbla
      @volbla 3 หลายเดือนก่อน +4

      If you haven't yet, you should check out Inigo Quilez' videos on mathematical art: _"Painting a Character with Maths"_ and _"Painting a Landscape with Maths"._ While he doesn't quite explain how the expressions are projected as an image onto the screen (in those videos anyway), they are beautiful examples of how simple descriptions of shapes can compound into complex artpieces.

  • @mr.boloso8296
    @mr.boloso8296 4 หลายเดือนก่อน +61

    Did Acerola start to lift weight? Well, I guess the rendering equation was heavy enough

  • @a_d_z_y__
    @a_d_z_y__ 3 หลายเดือนก่อน +19

    Acerola is more than based. Acerola is physically based.

  • @stevethepocket
    @stevethepocket 4 หลายเดือนก่อน +8

    Insider had a video about how every Pixar movie introduced something new that they had to figure out how to render or simulate (well, obviously more than one, but they picked out what they considered the most important or interesting one from each film). For _Incredibles II_ it was fixing the way Helen's new costume reflected light. It was vaguely metallic and had a textured surface simulated using a normal map, but because even the path-tracing system used for movies relies on mipmapping to avoid creating moiré patterns, they found that the normal map was "flattening out" too much when it was further from the camera and messing with the lighting model. In other words, they had found an edge case where the texture of a surface could either be a normal map or microfacets depending on the resolution and distance of the camera. It wasn't explained what they did to fix it, but my guess is that they had to retool the mipmap generation to take all maps into account at once and bake disappearing normal data into the roughness map or something.

  • @Mittzys
    @Mittzys 4 หลายเดือนก่อน +85

    your computer does all this at least 120,000,000 times a second when playing video games

    • @gene8512
      @gene8512 4 หลายเดือนก่อน +8

      Or it would, if I weren't the kind of person who sets graphics to the lowest quality whenever the game lets me

    • @Mittzys
      @Mittzys 4 หลายเดือนก่อน +32

      @@gene8512 Nope, regardless of your graphics quality, 60(fps) * 2000000(pixels for 1920x1080p) = 120 million. In modern games, this equation is still calculated on low settings per pixel per frame. Just some extra fancy features are cut. At 4k resolution, it's done 497,664,000 times a second at 60fps. That's 500 million times a second.

    • @connerdingus
      @connerdingus 4 หลายเดือนก่อน +46

      if i had a penny for everytime my computer did this that would be cool i think

    • @jan_harald
      @jan_harald 4 หลายเดือนก่อน

      you say "at least" as if I could run anything more complex than minecraft at 60fps ;_;

    • @goldensunrayspone
      @goldensunrayspone 4 หลายเดือนก่อน +1

      mine doesn't, it usually throttles at like 45fps

  • @alexwilkinsgames
    @alexwilkinsgames 4 หลายเดือนก่อน +5

    Acerola, I remember doing a presentation in community college about Pixar and 3D graphics, which lead to my interest in Graphics, which lead to graphic design and future jobs. And I never realized that my interest in graphics has always been there and you have reignited that with your amazing talent to explain complex things and I greatly appreciate you!

  • @jeremysharpe5467
    @jeremysharpe5467 4 หลายเดือนก่อน +98

    This is the greatest video about rendering a spherical ball of poop ever made. I mean... "wet mud".

    • @pisscvre69
      @pisscvre69 3 หลายเดือนก่อน

      i thought the same LMAO

  • @spartan5261
    @spartan5261 4 หลายเดือนก่อน +6

    As someone who studied graphics (specifically light transport) at the graduate level, I love this video so far. You've definitely explained the rendering equation in a sufficiently intermediate way that I think it would be a great watch for people in 200 level courses

  • @KillahMate
    @KillahMate 4 หลายเดือนก่อน +15

    33:12 Ironically the screenshot is of the first edition of that book that _does_ discuss ray tracing in a real-time context 😁

  • @LiamOfOzz
    @LiamOfOzz 4 หลายเดือนก่อน +17

    My man Acerola has been hitting the muscular hypertrophy formula

  • @NotCerius
    @NotCerius 4 หลายเดือนก่อน +21

    Make your next video on your gym routine my man because that transformation is inspiring.

    • @Acerola_t
      @Acerola_t  4 หลายเดือนก่อน +22

      i just do push pull legs cause i have the freedom to go 6 days a week and track my progress to make sure i'm doing more than last time

    • @DroolRockworm
      @DroolRockworm 2 หลายเดือนก่อน

      @@Acerola_twhat does push pull legs mean?

    • @skal3802
      @skal3802 หลายเดือนก่อน

      ​@@DroolRockworm different types of exercises to strain different groups of muscles. Push - when you push something (like push ups), pull - when you pull something (like pull ups) and legs - when you use your legs (like squats). And you spread these types of exercises over the week. 1.push, 2.pull, 3.legs, 4.push, 5.pull, 6.legs, 7.rest

  • @PerMortensen
    @PerMortensen 4 หลายเดือนก่อน +21

    Light goes in, light goes out. YOU can't explain that!

    • @AndrewBrownK
      @AndrewBrownK 4 หลายเดือนก่อน

      I feel old

  • @idyliawritehorse7509
    @idyliawritehorse7509 4 หลายเดือนก่อน +14

    I wish someone had explained math to me in high school or college conceptually by breaking down practical examples of what it's supposed to represent. Obviously it doesn't directly help me understand how to solve equations, but it makes me excited to understand more, and gives me something to look forward to when I do try to implement or solve stuff like this.
    I always liked physics more than math because it felt more grounded and practical, especially because I knew it was important to making video games. Thanks for distilling your understanding into demonstrations and concepts like this. It's extremely refreshing to feel like I can actually grok the basics instead of just feeling dumb and intimidated by the insanely dense and symbolic representations found in research papers and other examples online. Your videos have made me believe I can actually learn the fundamentals graphics programming beyond just simple shaders for my games if I approach the subject with patience.

    • @monad_tcp
      @monad_tcp 4 หลายเดือนก่อน +3

      right ? isn't ? its not like things are invented for a purpose and have a context and practical examples, but no, schools and their stupid curriculum fragmenting everything and putting things in a random order, almost like they're not supposed to make you learn, but just pass some tests.

  • @9tales9f
    @9tales9f 3 หลายเดือนก่อน +3

    12:57 I need a renderer that breaks the laws of physics now

  • @stoef
    @stoef 3 หลายเดือนก่อน +2

    My mind was blown at the part with the distribution functions as I now suddenly know what that setting does on the Blender BSDF.
    In general so many things that I knew how to use in Blender are now a bit more clear to me.
    Awesome video as always

  • @BananasananaB
    @BananasananaB 4 หลายเดือนก่อน +7

    Your explanation of what mathematics is, was very similar to how it was explained to me in grade school living in the rural south 30+ years ago. I've never heard anyone use that explanation since then, until now, but it has stuck with me.

  • @HereticB
    @HereticB 3 หลายเดือนก่อน +2

    the sponsor segment... every time he says mattress I hear matrix... 3:56
    helix provides premium matrices customized to fit your needs and conviniently shipped to your door, helix's quiz matches you to your ideal matrix

    • @clonkex
      @clonkex 3 หลายเดือนก่อน

      But matrix is pronounced with a long "a" sound, like grape.

  • @mach1nka420
    @mach1nka420 4 หลายเดือนก่อน +39

    loving the cat in the add, really appeals to my gen z attention span

  • @filiformis
    @filiformis 4 หลายเดือนก่อน +17

    I enjoy all of this content on physically based rendering, but when are we getting a video on physically cringe rendering?

    • @stevethepocket
      @stevethepocket 4 หลายเดือนก่อน +6

      He already did a video on _Lethal Company._

  • @nuumi7813
    @nuumi7813 4 หลายเดือนก่อน +33

    woah, mom, there's a new acerola video

  • @theminecraft4202
    @theminecraft4202 4 หลายเดือนก่อน +74

    wait, it's all PBR?
    🔫 always has been

  • @thrasher1462
    @thrasher1462 4 หลายเดือนก่อน +12

    kind of nuts that computers can do this millions of times a second

  • @nguyenhoangminhtrung2779
    @nguyenhoangminhtrung2779 4 หลายเดือนก่อน +2

    Another gem from Acerola, someone protect this man at all cost, knowledge that I learn OpenGL 8 years ago can't compare to this 35-minute video.

  • @Kwauhn.
    @Kwauhn. 3 หลายเดือนก่อน +1

    9:38 I really appreciated the legally distinct version of _Never Too Much_ here. Acerola is usually 10/10, so I give this video 11/10.

  • @DarkSwordsman
    @DarkSwordsman 4 หลายเดือนก่อน +1

    I swear you make the some of the most valuable TH-cam videos on earth. The density and clarity of your videos is insane.

  • @preludelight
    @preludelight 3 หลายเดือนก่อน +1

    this video watched like the entire run of a d&d campaign: started off with becoming the town heroes, finished with killing gods

  • @C.S.Argudo
    @C.S.Argudo 4 หลายเดือนก่อน +1

    Honestly, these kinds of videos help remind me that those math classes in taking for computer science actually do amount to something I'll be using A LOT on game dev

  • @alexluna6406
    @alexluna6406 4 หลายเดือนก่อน +3

    As a material artist this video has been incredible. I've used those values almost everyday and now I understand a bit better what they actually do

  • @kaique9508
    @kaique9508 3 หลายเดือนก่อน +1

    I swear every acerola video i watch has the "eureka moment" accompanied by a Va11Halla ost theme.
    Thank you for reminding us how banger that ost is.

  • @jordbored1502
    @jordbored1502 3 หลายเดือนก่อน +1

    As an artist, these videos actually help me draw lighting better, in other words:
    Studying light and shadow to draw light and shadow: ❌
    Studying computer graphics to draw light and shadow: ✅

  • @3DWithLairdWT
    @3DWithLairdWT 4 หลายเดือนก่อน +2

    I've written full GLTF compliant PBR shaders at a AAA level - and still learned plenty by watching this.
    Your channel is awesome, and any tech artist / graphics programmer should check out your full lib of videos

  • @Levi1440p
    @Levi1440p 4 หลายเดือนก่อน +1

    THE AMOUNT OF EFFORT PUT INTO THIS VIDEO IS IMPOSSIBLE TO BE CALCULATED BY ANY EQUATION. This in itself is infinitely more awesome than any game engine. thank you, acerola!

  • @importon
    @importon 4 หลายเดือนก่อน +28

    all lights are just emissive surfaces. What now eggheads?

    • @BrooksMoses
      @BrooksMoses 4 หลายเดือนก่อน +8

      Egghead reply: Actually some of them are emissive *volumes*. Fluorescent lights aren't, because the visible light comes from the thin layer of phosphors on the surface, and incandescent lights aren't, but flames and neon lights and nixie tubes are very visibly emissive volumes, as are LEDs and the sun if you look closely.

    • @importon
      @importon 4 หลายเดือนก่อน +4

      @@BrooksMoses Was making a joke, but if we’re digging into it, The filament/flame/etc or “source” no matter how small is an emissive surface, regardless of the object we’re calling a light with all its components including a frosted glass exterior etc

    • @clonkex
      @clonkex 3 หลายเดือนก่อน +2

      @@BrooksMoses Probably better if you don't look closely at the sun. Haven't you seen Sunshine?

    • @DarrylCross
      @DarrylCross 27 วันที่ผ่านมา

      @@clonkex Well sure it may seem ill advised for most people, but on the other hand Sir Isaac Newton stared at the sun in a mirror and stuck a bodkin in his eye socket and the man was a certified genius. So what do we know?

  • @Ochikatzu
    @Ochikatzu 3 หลายเดือนก่อน +1

    Bro, I found your channel a few weeks ago and I tell you that it had been a long time since I got so excited about the launch of a new video on some channel... yours is truly pure gold. I hope you can continue with this for a long time ❤

  • @BlueGamerBeast
    @BlueGamerBeast 4 หลายเดือนก่อน +3

    I've been wondering about how the render equation works for a while now but I never really had the confidence to look further into it because it looked so complicated but this video finally put my mind at ease. Thanks chief rola, you're the best

  • @nunomath
    @nunomath 3 หลายเดือนก่อน +1

    i love to procrastinate math studies by watching the most math based acerola video ever

  • @bartolomeus441
    @bartolomeus441 4 หลายเดือนก่อน +4

    Me: But Mr. Rola, it's the same? Acerola: Always has been. * Proceeds to blinn-phong my head*

  • @kerrermanisNL
    @kerrermanisNL 3 หลายเดือนก่อน +1

    Damn broski, that was insane. You've really encouraged me to increase my math knowledge and I actually understood like 1% of the video! Keep it up, these videos are a gold mine of knowledge. And I'm seriously impressed you managed to implement all this stuff

  • @camo5553
    @camo5553 4 หลายเดือนก่อน +29

    platonists are fuming 1:05

    • @monad_tcp
      @monad_tcp 4 หลายเดือนก่อน

      math is engineering, if it was pure math, it would be Category Theory, but that's almost useless. what's the predictive power of something that basically says : with enough arrows I can model the entirety of mathematics (never says how many arrows, too many), yeah sure you can, but how is that better than using Linear Algebra or Calculus, it is not.

    • @Veo87
      @Veo87 4 หลายเดือนก่อน

      "Numbers are abstract objects!"

    • @explosionspin3422
      @explosionspin3422 4 หลายเดือนก่อน +3

      Category theory studies the concept of composition, just like group theory studies the idea of symmetry (in fact, groups are a certain kind of category). You might call things like group theory useless, but it is a fundamental part of modern cryptography.
      Moreover, there's no such thing as a clear divide between pure and applied math. For instance, at one end you can have the kind of linear algebra used in these videos, one step further you might discuss finite dimenssional vector spaces (a bit generalized, but most familiar properties still hold). You might then be curious what happens when the number of dimensions is infinite, and get functional analysis (with things like fourier series being extremely important in a lot of areas). One can go further then and discard all structure but the idea of distance to get metric spaces. Discarding even that and only keeping the idea of "neighbourhoods" lends you the general idea of topological spaces. Mind you, this is but one such slider out of the countless one can find in mathematics. Not only that, but pretty much all the mentioned topics are usually covered at the undergrad level, so just imagine how much deeper the rabbit hole goes!
      The takeaway is that useful concepts come from all levels of abstraction, be it concrete stuff like using the dot product to compute things, to fourier series and modern cryptography.

    • @monad_tcp
      @monad_tcp 4 หลายเดือนก่อน

      @@explosionspin3422 I was not being serious, I knew someone would get triggered.
      the irony is when mathematicians talk about excessive abstractions from other fields of mathematics.
      I'm kind of an architect astronaut for abstractions, there's no limits for that

    • @drdca8263
      @drdca8263 4 หลายเดือนก่อน

      @@monad_tcpUseful if you want to talk about anyonic quasiparticles

  • @NeverSnows
    @NeverSnows 2 หลายเดือนก่อน +1

    1:45 most accurate description i've heard of math.

  • @Grstearns
    @Grstearns 4 หลายเดือนก่อน +2

    Omg thank you. For Years I was wondering what the dialectic constant was doing in rendering. I knew it came from the Fresnel equations, but never got a straight answer without having to learn an entire rendering model. But I guess I kinda did that too.

  • @curtismackie3291
    @curtismackie3291 4 หลายเดือนก่อน +16

    Hi,
    I know this isn't your area of expertise, but as you are The Algorithm's Chosen Graphics Tech Tuber, I'd like to suggest a video about pixel graphics, shimmering/jittering, and interpolation. Too many indie games with pixel graphics have really terrible pixel shimmering when the screen scrolls, and the solution is incredibly easy.

    • @r.g.thesecond
      @r.g.thesecond 4 หลายเดือนก่อน +6

      I think aarthificial covered a similar topic in his implementation of scrolling though it is buried somewhere in one of the devlogs. I don't really know the topic; do you have a reference to learn about it?

  • @DakkyW
    @DakkyW 3 หลายเดือนก่อน +1

    acerola you're why i'm getting myself back into personal programming projects
    Love your stuff so damn much

  • @RyanGatts
    @RyanGatts 3 หลายเดือนก่อน +1

    I love that someone else is aware of the learn linear algebra manga, thank you acerola

  • @r.g.thesecond
    @r.g.thesecond 4 หลายเดือนก่อน +1

    Man I LOVE technical presentations by passionate people. I can watch hours and hours of these. Keep 'em coming! Thanks!

  • @BriannaBex
    @BriannaBex 3 หลายเดือนก่อน +1

    10:40 "as observed here, where the light has bounced off the floor and onto the sphere"

  • @jackwo95
    @jackwo95 3 หลายเดือนก่อน

    My master thesis in computer science was about fitting a BRDF model, it brings me back to those memories. Thank you for the great work you put in this video!

  • @bobmeier440
    @bobmeier440 4 หลายเดือนก่อน +3

    the sponsor segment zoomer retention cat is peak

  • @Jadinass
    @Jadinass 4 หลายเดือนก่อน +1

    So when they called it physics based rendering what they meant is that it's still derived from the same definitely not physically accurate rendering equation but through clever use of real life parameters it looks really good.

  • @subn0rma1
    @subn0rma1 2 หลายเดือนก่อน +1

    Anyone else barely understand any of this but can't stop watching?

  • @makkerfelix
    @makkerfelix 2 หลายเดือนก่อน +1

    this video is so well written, i can actually understand it

  • @GrantMoore3D
    @GrantMoore3D 4 หลายเดือนก่อน +2

    Really great video, I love the way to explained everythign step-by-step with clear demonstration image / videos. Would love a part 2 that expands on the next iteration you alluded to that Disney developed.

  • @t8xi456
    @t8xi456 2 หลายเดือนก่อน

    Love how you just cramped half a CG course into one video :D got some flashbacks of me sitting in exams and calculating different diffusions by hand...

  • @dodgyarchetype3251
    @dodgyarchetype3251 4 หลายเดือนก่อน +1

    This video has swiftly answered so many questions I had while taking a course in gamedev. Much appreciated!

  • @xymaryai8283
    @xymaryai8283 4 หลายเดือนก่อน +4

    no linux support :crying: pwease, Win10 is going away soon, i want to use cool things without losing all my right to privacy T^T

  • @theworm7156
    @theworm7156 4 หลายเดือนก่อน +1

    34:53 *proceeds to make evry single person watching invent a bdrf which all change rendering forever*

  • @Brunoenribeiro
    @Brunoenribeiro 3 หลายเดือนก่อน

    came for the deadpan humor and persona music, stayed for the fascinating information

  • @paulbishop6357
    @paulbishop6357 4 หลายเดือนก่อน +11

    I am now convinced that the one we know as "Acerola" -- the gentleman on camera in the Wild Child t-shirt -- is not in fact the mind responsible for this content.
    We are often presented in footage a fur-covered being, always comporting itself in child-like whimsy. But note that this being appears at pivotal moments -- such as when the requisite solicitation of funding or when the narrator is making a particularly subtle point. The cat appears in moments of significance alone, as though the spokesman is only trusted to a point. The true power dynamic is betrayed by this again and again despite all efforts to conceal it.

  • @eeee69
    @eeee69 4 หลายเดือนก่อน +1

    This is your best video yet, very comprehensive and concise

  • @blacklistnr1
    @blacklistnr1 4 หลายเดือนก่อน +1

    @1:40 I've always found it funny how mathematians prove all these fancy things for infinite spaces, but when faced with a real problem "we assume the duck is a sphere and simplify its path to a line" :)))

  • @erikm9768
    @erikm9768 3 หลายเดือนก่อน +1

    Great video Acerola. Went through almost the whole rendering equation , maybe make a video about light transport next!

  • @scrappedmetal
    @scrappedmetal 4 หลายเดือนก่อน +1

    this was really interesting!! i'd love to see you tackle more topics relating to computer graphics for film, if that's something you're interested in. i feel like lighting and texturing are really hot topics when it comes to 3d animated films at the moment... even if people don't fully realize that. it kind of feels like the basis for a lot of the more successful attempts at unique stylization within the industry as of late, at least from my understanding of things. even if that isn't something you're necessarily wanting to look into, its always fun to see the subject of your videos branch out a bit!

  • @tkasch
    @tkasch 4 หลายเดือนก่อน +1

    Spent yesterday digging into the Unity's PBR Lit shader lighting and now you've dropped your video. Thanks, perfect timing and the great video as usual

  • @JOEQNICHOLSON
    @JOEQNICHOLSON 3 หลายเดือนก่อน

    "a replacement for reality to predict future outcomes" is badass

  • @cazlindgren
    @cazlindgren 4 หลายเดือนก่อน +4

    I never actually knew what Anisotropic and Sheen did...

  • @mrtitanhearted3832
    @mrtitanhearted3832 2 หลายเดือนก่อน

    I don't know how you did it, but now I understand how overall pbr works in higher abstraction (thanks, it was super useful)

  • @EternalGamingNet
    @EternalGamingNet 4 หลายเดือนก่อน +1

    Such an enlightening video! Thank you for being such a good communicator. 🎉

  • @swisha_223
    @swisha_223 3 หลายเดือนก่อน

    All of your videos are really cool and well made, this one included. This is really interesting, regardless of whether or not I can “actually use” the information presented. I like the depth you go into on these subjects

  • @aMyst_1
    @aMyst_1 4 หลายเดือนก่อน +3

    Just model the electron and photons, that way you won't need to consider off cases

  • @danielflorez1842
    @danielflorez1842 3 หลายเดือนก่อน +1

    WOW this video was really eye opening, learing what lambert, blinn or phong even mean was pretty cool! I feel like im learning more with your videos than what they teach at school

  • @TheDoc-Worker
    @TheDoc-Worker 4 หลายเดือนก่อน +1

    9:31 money shot

  • @Shahpo
    @Shahpo 4 หลายเดือนก่อน +1

    Theoretical physics grad student here trying to learning about this stuff, suuuuper interesting video. Well done and explained.

  • @Gnomable
    @Gnomable 4 หลายเดือนก่อน

    Your videos are such a gold mine for graphics knowledge. It's interesting to know most of the digital light we see is using the same handful of lighting models.

  • @solsolanum
    @solsolanum 4 หลายเดือนก่อน +4

    "math isn't real"
    then..........what have i been studying all these years??? 😳

  • @animeisgreat3893
    @animeisgreat3893 4 หลายเดือนก่อน +3

    i cant believe it, hutao on thumbnail bait me to watch the origin of shading model

  • @cinderheart2720
    @cinderheart2720 4 หลายเดือนก่อน +1

    Been great watching your channel grow in size and scope.

  • @BriannaBex
    @BriannaBex 2 หลายเดือนก่อน +2

    its cool that acerola is still using Unity (i think) even after all the controversy

    • @Acerola_t
      @Acerola_t  2 หลายเดือนก่อน +2

      Godot is just too far behind graphics wise rn for me to make the switch but I'm strongly considering it and most likely will swap if Unity messes up their forum migrations resulting in the destruction of a decade of community support.

  • @viktorpavlovych
    @viktorpavlovych 2 หลายเดือนก่อน

    wow, thank you soo much, Acerola, that's an awesome educational video, currently working on a project that blends pre-rendered and real time graphics and your video is extremely helpful, thank you soo much! really appreciate your simple explanation of super complex topic. It takes huge amount of effort to explain such complex thing in simple and clear way

  • @philsp26
    @philsp26 2 หลายเดือนก่อน

    As someone with no knowledge of graphics, this video is incredible! Really well done and comprehensible.

  • @BurnedSoap
    @BurnedSoap 4 หลายเดือนก่อน

    I'm always impressed by how well you can teach topics that would normally make my eyes glaze over

  • @radomiami
    @radomiami 26 วันที่ผ่านมา

    You know you're dealing with some Extreme Math when 29:19 rolls around and Acerola refuses to type the equation into LaTeX.