Your lecture series is amazing! I'm really learning a lot and your visual examples are just perfect. Little note though. There's a typo in the thumbnail. It says alha instead of alpha. Thank you for having this series publicly available.
About alpha distribution: The mip mapping issue is fixed simply by replacing the traditional alpha texture with 1 bit alpha texture resulting from a dithering algo (I believe you call it Sample Mask Texture in your paper)?
Thanks for the series, really really helpful!
A perfect professor to teach about hairs. Many thanks.
Your lecture series is amazing! I'm really learning a lot and your visual examples are just perfect.
Little note though. There's a typo in the thumbnail. It says alha instead of alpha.
Thank you for having this series publicly available.
Good catch! That was easy to fix. Thanks!
Thank you Cem!
Thank you cem. Really handy summary for everything related to transparency.
You are awesome
About alpha distribution: The mip mapping issue is fixed simply by replacing the traditional alpha texture with 1 bit alpha texture resulting from a dithering algo (I believe you call it Sample Mask Texture in your paper)?
Thank you
is there depth of field anywhere?
please enable video embedding
I want to become a master of rendering human body hairs too.
I think my detailed comment disappeared. TL;DR: There is no alpha testing hardware in GPUs. It's all shader-based. This is why it got deprecated.
地底人?