[Episode 4] [Theory] The Programmable Graphics Pipeline (Interview Question) - Modern OpenGL

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ความคิดเห็น • 42

  • @atlasflare7824
    @atlasflare7824 2 ปีที่แล้ว +28

    As a person who watch many OpenGL series, I believe that this is the king of all series I have watched. (in terms of how people explain the pipeline). Thank you and please continue to share OpenGL series videos.

    • @MikeShah
      @MikeShah  2 ปีที่แล้ว +3

      Thank you for the kind words! More to come!

  • @helena9210
    @helena9210 2 ปีที่แล้ว +5

    I’ll following your videos on cpp and now I started studying your OpenGL videos. Fantastic material so well explained!!! Thank you.

    • @MikeShah
      @MikeShah  2 ปีที่แล้ว

      Thank you for the kind words 🙂

  • @games_are_good
    @games_are_good 9 หลายเดือนก่อน +8

    You’re a great teacher

    • @MikeShah
      @MikeShah  9 หลายเดือนก่อน +1

      Thank you for the kind words!

  • @dwolrdcojp
    @dwolrdcojp 2 ปีที่แล้ว +8

    Good stuff! I was watching the cherno’s playlist on OpenGL and sometimes he gets ahead of himself while trying to code and explain the theory at the same time. Looking forward to learning more

    • @MikeShah
      @MikeShah  2 ปีที่แล้ว +6

      Thank you! The Cherno is great--hopefully I put a different spin on things :)

  • @ribos2762
    @ribos2762 9 หลายเดือนก่อน +2

    Is the rendering pipeline part of the OpenGL spec?

    • @MikeShah
      @MikeShah  9 หลายเดือนก่อน

      This pipeline yes, effectively is what OpenGL supports (i.e. programmers view OpenGL as a set of functions to create a graphics pipeline). First page with diagram shows this: registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf :) (Of note, for compute shaders, they're more generic, and not necessarily only for rendering)

  • @tanmayfalke7221
    @tanmayfalke7221 2 หลายเดือนก่อน +1

    excellent explanation sir ..

    • @MikeShah
      @MikeShah  2 หลายเดือนก่อน

      Cheers!

  • @asdsdfadfsa
    @asdsdfadfsa 2 หลายเดือนก่อน +2

    First video i've found that actually explains what each part of the pipeline does 💀

    • @MikeShah
      @MikeShah  2 หลายเดือนก่อน

      Cheere!

  • @kennethamielsantos8034
    @kennethamielsantos8034 หลายเดือนก่อน +1

    I have a question. Why doees tesellation come before primitive assembly? How does the tesellation part know what to subdivide if the primitive isn't assembled yet?

    • @MikeShah
      @MikeShah  หลายเดือนก่อน +1

      Two shaders (tessellation control and evaluation shader) otherwise tell you how to perform the tessellation. When we kick off the graphics pipeline with glDraw* we know if we are assembling GL_TRIANGLES, GL_POINTS, etc. No need to assemble things earlier until we have appropriately transformed each point (remember that's the job of the vertex shader), then further subdivided that set of points (tessellation), and potentially generated new geometry (geometry shader).

  • @stefanabreu
    @stefanabreu 7 หลายเดือนก่อน +1

    amazing lecture, thanks for the hard work!

    • @MikeShah
      @MikeShah  7 หลายเดือนก่อน

      Cheers, you are most welcome!

  • @HarpreetSingh-jd3tu
    @HarpreetSingh-jd3tu 11 หลายเดือนก่อน +1

    Thanks for making these videos. Do you provide private tutoring/mentorship?

    • @MikeShah
      @MikeShah  11 หลายเดือนก่อน +1

      Cheers! Not at this time -- though perhaps I would consider it for subscribing members in the future if there were enough for small groups.

  • @charlie8342
    @charlie8342 ปีที่แล้ว +2

    perfect explanation! thank you!

  • @ProgrammingWithRook
    @ProgrammingWithRook ปีที่แล้ว +2

    can you help me understand something about indices ?

    • @MikeShah
      @MikeShah  ปีที่แล้ว

      See/comment on episode 16 on index buffers: th-cam.com/play/PLvv0ScY6vfd9zlZkIIqGDeG5TUWswkMox.html

    • @ProgrammingWithRook
      @ProgrammingWithRook ปีที่แล้ว +1

      @@MikeShah thank you, but it isn't needed now although i will check the link out. I was having one of those moments, when you stare at something for so long it becomes something else. :)
      but thank you for getting in con tact :)

  • @joebosah2727
    @joebosah2727 2 ปีที่แล้ว +1

    Thanks, the white board helped.
    A Luta Continua (The Struggle Continues)

  • @learntolearn3063
    @learntolearn3063 2 ปีที่แล้ว +4

    Incredibly excellent keep going thank you so much for providing good contents :-)

    • @MikeShah
      @MikeShah  2 ปีที่แล้ว +2

      You are most welcome!

  • @verbalkint8745
    @verbalkint8745 2 ปีที่แล้ว +2

    Love your videos man, thank you!

    • @MikeShah
      @MikeShah  2 ปีที่แล้ว

      Thank you for the kind words and support!

  • @blaisofotso3439
    @blaisofotso3439 2 ปีที่แล้ว +1

    Hallo Mike,
    can you please defferentiate between vertex and point. In vertex specification : what is setting up our geometry on the cpu? is it loading the different point coordinates on the cpu?
    i think that moving from 3D representation to 2D will result in loosing some points .

    • @MikeShah
      @MikeShah  2 ปีที่แล้ว

      To be clear Vertex will refer to a 3D position in space. Point3D would mean the same thing. On occasion, I'll use 'point' in OpenGL to talk about a primitive (like a triangle), that refers to just rendering one vertex.

  • @m0r1k
    @m0r1k 5 หลายเดือนก่อน

    how long I have been searching it.. 😻

    • @MikeShah
      @MikeShah  5 หลายเดือนก่อน

      @@m0r1k enjoy!

  • @yashesvi-raina
    @yashesvi-raina 2 ปีที่แล้ว +1

    great videos!

  • @ginko3846
    @ginko3846 ปีที่แล้ว +1

    Thanks a lot this is valuable information

  • @abnereliberganzahernandez6337
    @abnereliberganzahernandez6337 8 หลายเดือนก่อน +2

    you should read more

    • @MikeShah
      @MikeShah  8 หลายเดือนก่อน +1

      What reading would you suggest?

    • @abnereliberganzahernandez6337
      @abnereliberganzahernandez6337 8 หลายเดือนก่อน +2

      @@MikeShah a more mathematical approach. jim blinn s corner a trip down the graphics pipeline.
      or marschner fundamentals of computer graphics.
      or more in depth math multiple view geometry zisserman.
      I need to know more about c++ i didn t even know what a link was

    • @MikeShah
      @MikeShah  8 หลายเดือนก่อน +2

      Blinn's Corner would be nice for a software rasterization series, though it is nearly 30+ years old. Marschner's text is very good for reading -- and I would expect most folks in a graphics course may use that and supplement with my videos for application. See my series on C++ for more.
      @@abnereliberganzahernandez6337