Cem, the best at teaching and funnny, you make things very interesting and very very easy to learn. Please give guest lectures in many universities mainly in foreign countries. Many are not aware of how fun Graphics is, please inspire others!! . Your always welcome to India!!
Thanks for the great lecture! Would Ptex (Per face Textures) method of applying textures have the drawback of having limited number of textures per fragment shader?
I have two question: If we pass lower resolution texture into fragment function, it only take less space on VRAM or it also help to reduce the process done for sampling that texture? The second one is that the limitation you mentioned for the amount of the texture in each fragment shader can be avoided with Array Texture right?
Interpolation happens only when per-vertex data is passed to the fragment/pixel shader. If you read data from a texture in the vertex shader and send the data to the fragment/pixel shader, the fragment/pixel shader will get the interpolated data.
@@cem_yukselThanks. I was thinking what difference will it make when texture is used in Fragment Shader and Vertex Shader. From the lecture, I can make out that texture2D needs texture uniform and texCoord to sample texture. When texture2D used in FS, texCoord is received as a varying which in turn is interpolated texture coodrinate. When texture2D used in VS, texCoord will be received as a part of attribute, so texture will be sampled only at texCoord that app passes. That means less smooth texturing? To increase the quality, the object need to be denser(more vertex) so that texture can be sample appropriately. Is this understanding right?
Cem thanks for your lessons. Can I call the procedural textures that you have mentioned as PROCEDURAL MATERIALS, Like what we doing with Substance designer and UE4? I think it's the same. Isn't it? Basically, texture units go to the vertex shader means, the height map that uses for tessellation which needs to be done inside the Vertex shader, and the Texture units are in GPU known as TMU (Texture mapping units) if I am not wrong.
You are killing it with this series man! Please keep uploading.
Cem, the best at teaching and funnny, you make things very interesting and very very easy to learn. Please give guest lectures in many universities mainly in foreign countries. Many are not aware of how fun Graphics is, please inspire others!! . Your always welcome to India!!
Thanks for the great lecture! Would Ptex (Per face Textures) method of applying textures have the drawback of having limited number of textures per fragment shader?
I have two question:
If we pass lower resolution texture into fragment function, it only take less space on VRAM or it also help to reduce the process done for sampling that texture?
The second one is that the limitation you mentioned for the amount of the texture in each fragment shader can be avoided with Array Texture right?
Best lecture ever! How can I get the slide?
Thank you for the videos!
Thank you very much!
One question: When the texture is used in Vertex shader, will texture coordinate be interpolated?
Interpolation happens only when per-vertex data is passed to the fragment/pixel shader. If you read data from a texture in the vertex shader and send the data to the fragment/pixel shader, the fragment/pixel shader will get the interpolated data.
@@cem_yukselThanks. I was thinking what difference will it make when texture is used in Fragment Shader and Vertex Shader.
From the lecture, I can make out that texture2D needs texture uniform and texCoord to sample texture.
When texture2D used in FS, texCoord is received as a varying which in turn is interpolated texture coodrinate.
When texture2D used in VS, texCoord will be received as a part of attribute, so texture will be sampled only at texCoord that app passes.
That means less smooth texturing? To increase the quality, the object need to be denser(more vertex) so that texture can be sample appropriately. Is this understanding right?
Cem thanks for your lessons. Can I call the procedural textures that you have mentioned as PROCEDURAL MATERIALS, Like what we doing with Substance designer and UE4? I think it's the same. Isn't it? Basically, texture units go to the vertex shader means, the height map that uses for tessellation which needs to be done inside the Vertex shader, and the Texture units are in GPU known as TMU (Texture mapping units) if I am not wrong.
It depends on the definition. Any texture you generate (typically on-the-fly) using code can be considered a procedural texture.
I was fully convinced that texture was you with a beard.
it is him tho
@@katanamajesty He said it wasn’t in the video
nice video sir thanks
awesome
thanks
thanks!