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
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!
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
@@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.
"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)
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?
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".
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
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.
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?
@@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.
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
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.
“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.
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.
@@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.
@@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.
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.
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.
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
@@EgoRenovarembut 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 😂
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.
@@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
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!
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.
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.
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
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
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.
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
@@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.
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
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.
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 ❤
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!
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!
Feejdisi I literally saw the thumbnail thought “ah, Bridget in the thumbnail, I see you know your target audience” only to click on the video go to the comments and see this XD
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
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.
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
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...
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
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
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.
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.
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.
I was so shocked when I first saw the mirror effect on the road. Now I know what to google to learn more. Thanks, you videos are always incredibly good.
for those that are curious about two-photon absorption mentioned at 11:37, Angela Collier just published a video about it titled "a brief physics distraction" over on her channel
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.
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.
@@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
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: ✅
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
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!
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.
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?
@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" :)))
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.
@@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 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?
31:50 Are you sure about that "dielectric" characteristic? I've never seen it used to describe metals - from my physics background it describes insulators which is pretty antithetical to metals. There do exist dielectric mirrors that have a metallic sheen, but to my knowledge those are basically only used in the lab and I don't think they have anything special going for them in terms of color. I thought maybe you meant "dichroic" but that doesn't quite stick in my mind. Aaaanyway ! An amazing video as always - I love learning about what happens behind the scenes in rendering and you always make it both fun and very informative!
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
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
hi
I wasn't paying attention and heard 'customized matrices' and almost got excited
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!
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
acerola were programmers we dont sleep
"A computer doesnt know what these words mean" me too computer, me too
same
“I like your funny words magic man”
but acerola,
but acerola!
but acerola,
but Acerola,
but Acerola,
but acerola!
As a graphics engineer who had to work on implementing Disney BSDF, this video is amazing.
Somehow I doubt this video is a graphics engineer, but it sure is amazing.
@@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.
@@MarsCorporations you just broke my immersion.
@@irgendwer3610
"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)
That’s a whole lot of letters
bless thank you
@@whackareal Hah, he just made those words up
I'm 80% sure that if I look it up, I will get rickrolled
I knowww this man didn't just flawlessly APA in-text cite a lecture after hours
thank you acerola, I can finally continue to use advanced lighting techniques for making my hentai games in unity
-links?-
please do, most of those have TERRIBLE optimization
@@acceptablecasualty5319 How would you know?
@@tom-on the important is that he does implement it. The rest is irrelevant.
Now ********* will be twice as realistic!
And you're not even using VR yet!
"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
Then proceeds to show the most complicated maths I have witnessed so far.
Acerola last video: "Rendering Equation? What's that?"
Acerola this video: "Anyway, here's a video all about the Rendering Equation"
The kinda guy to answer his own questions and share his results with the rest. Part of why I love this guy.
The amazing power of learning.
@@kaletritonIts the circle of -life- science!
I love Acerola’s videos because the further in we go the less words I understand
It’s the PBS space time of graphics programming. And the more you listen the more it slowly starts to sink in
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.
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?
last word i understood was mattress
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".
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
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.
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?
@@tanktheta Just... have different colour ramps for each scene? I don't exactly see the issue here.
@@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.
I think dot product is very underappreciated. There should be a dot product day like we have the pi day.
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
Another shill for "Big Dot Product"
I nominate the Spring equinox
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
It sounds like you would appreciate the videos on "geometric algebra". Search for them. Thank me later.
"This looks too simple"
"Well, that's your problem"
> Proceeds to make equation significantly more complicated because it was, indeed, too simple.
adding a cat cam to the ad was a different kind of diabolical.
really took advantage of my gen z ass tic tok brain
Honestly most incredible trick to hold watcher's attention throught a sponsored segment I've ever seen
It worked...
Acerola's vids are the one exception where I don't skip the sponsor.
100% hit rate with me so far, makes you wonder why other channels don't do it
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.
Did Acerola start to lift weight? Well, I guess the rendering equation was heavy enough
“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.
What did you think was involved in 3D graphics?
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.
@@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.
@@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.
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.
lol at polarization being way too big of a can of worms to even begin to touch on
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.
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
@@EgoRenovarembut 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 😂
@@EgoRenovaremthank you 🤣🤣🤣
no one else notice mans arms doubling in size in just 4 months?
He's getting too powerful..
But yeah wow, he's been hitting the gym for sure.
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.
Acerola is more than based. Acerola is physically based.
Make your next video on your gym routine my man because that transformation is inspiring.
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
@@Acerola_twhat does push pull legs mean?
@@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
33:12 Ironically the screenshot is of the first edition of that book that _does_ discuss ray tracing in a real-time context 😁
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!
Anyone else barely understand any of this but can't stop watching?
My man Acerola has been hitting the muscular hypertrophy formula
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.
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.
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
12:57 I need a renderer that breaks the laws of physics now
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
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.
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.
This is the greatest video about rendering a spherical ball of poop ever made. I mean... "wet mud".
i thought the same LMAO
I enjoy all of this content on physically based rendering, but when are we getting a video on physically cringe rendering?
He already did a video on _Lethal Company._
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
But matrix is pronounced with a long "a" sound, like grape.
this video is so well written, i can actually understand it
Light goes in, light goes out. YOU can't explain that!
I feel old
1:45 most accurate description i've heard of math.
woah, mom, there's a new acerola video
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
I swear you make the some of the most valuable TH-cam videos on earth. The density and clarity of your videos is insane.
wait, it's all PBR?
🔫 always has been
your computer does all this at least 120,000,000 times a second when playing video games
Or it would, if I weren't the kind of person who sets graphics to the lowest quality whenever the game lets me
@@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.
if i had a penny for everytime my computer did this that would be cool i think
you say "at least" as if I could run anything more complex than minecraft at 60fps ;_;
mine doesn't, it usually throttles at like 45fps
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
its cool that acerola is still using Unity (i think) even after all the controversy
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.
This video deserves a like due to the sheer amount of effort that went into the editing alone
loving the cat in the add, really appeals to my gen z attention span
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 ❤
10:40 "as observed here, where the light has bounced off the floor and onto the sphere"
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!
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.
kind of nuts that computers can do this millions of times a second
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!
Putting basket in your thumbnail was a bold choice
Brisket*
Blanket*
Who?
Bucket*
Feejdisi I literally saw the thumbnail thought “ah, Bridget in the thumbnail, I see you know your target audience” only to click on the video go to the comments and see this XD
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
Hell will freeze over the day acerola uses a red arrow without the png grid
this video watched like the entire run of a d&d campaign: started off with becoming the town heroes, finished with killing gods
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.
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.
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
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...
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
acerola you're why i'm getting myself back into personal programming projects
Love your stuff so damn much
Man I LOVE technical presentations by passionate people. I can watch hours and hours of these. Keep 'em coming! Thanks!
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
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.
the sponsor segment zoomer retention cat is peak
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.
GODDAMNIT! I can't skip that add. Wonderful trap, sir.
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.
i love to procrastinate math studies by watching the most math based acerola video ever
I don't know how you did it, but now I understand how overall pbr works in higher abstraction (thanks, it was super useful)
I was so shocked when I first saw the mirror effect on the road. Now I know what to google to learn more. Thanks, you videos are always incredibly good.
This video has swiftly answered so many questions I had while taking a course in gamedev. Much appreciated!
for those that are curious about two-photon absorption mentioned at 11:37, Angela Collier just published a video about it titled "a brief physics distraction" over on her channel
34:53 *proceeds to make evry single person watching invent a bdrf which all change rendering forever*
platonists are fuming 1:05
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.
"Numbers are abstract objects!"
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.
@@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
@@monad_tcpUseful if you want to talk about anyonic quasiparticles
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: ✅
I love that someone else is aware of the learn linear algebra manga, thank you acerola
This is your best video yet, very comprehensive and concise
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
As someone with no knowledge of graphics, this video is incredible! Really well done and comprehensible.
Me: But Mr. Rola, it's the same? Acerola: Always has been. * Proceeds to blinn-phong my head*
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!
"a replacement for reality to predict future outcomes" is badass
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.
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?
@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" :)))
I'm always impressed by how well you can teach topics that would normally make my eyes glaze over
all lights are just emissive surfaces. What now eggheads?
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.
@@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
@@BrooksMoses Probably better if you don't look closely at the sun. Haven't you seen Sunshine?
@@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?
Such an enlightening video! Thank you for being such a good communicator. 🎉
31:50 Are you sure about that "dielectric" characteristic? I've never seen it used to describe metals - from my physics background it describes insulators which is pretty antithetical to metals. There do exist dielectric mirrors that have a metallic sheen, but to my knowledge those are basically only used in the lab and I don't think they have anything special going for them in terms of color. I thought maybe you meant "dichroic" but that doesn't quite stick in my mind.
Aaaanyway ! An amazing video as always - I love learning about what happens behind the scenes in rendering and you always make it both fun and very informative!
Great video Acerola. Went through almost the whole rendering equation , maybe make a video about light transport next!
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
Been great watching your channel grow in size and scope.
I know nothing in regards to shader code, but each video you make makes me want to learn more than the last
Theoretical physics grad student here trying to learning about this stuff, suuuuper interesting video. Well done and explained.
came for the deadpan humor and persona music, stayed for the fascinating information
Just model the electron and photons, that way you won't need to consider off cases