Computer Graphics at TU Wien
Computer Graphics at TU Wien
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Luthadel, Real-Time Rendering Course, 2023W
Real-Time Rendering demo "Luthadel". 2nd best Demo of 2023W.
Created by Jakub Nawrocki and Dejan Belic for TU Wien's Real-Time Rendering course (186.140) in winter term 2023/2024.
zhlédnutí: 379

Video

Round Cat, Real-Time Rendering Course, 2023W
zhlédnutí 137Před 5 měsíci
Real-Time Rendering demo "Round Cat". Created by Stefnotch and anonymous for TU Wien's Real-Time Rendering course (186.140) in winter term 2023/2024.
Waiting for Godot, Real-Time Rendering Course, 2023W
zhlédnutí 139Před 5 měsíci
Real-Time Rendering demo "Waiting for Godot". 3rd best Demo of 2023W. Created by Klemens Wiesinger and Raphael Kunert for TU Wien's Real-Time Rendering course (186.140) in winter term 2023/2024. Assets CC-BY Models: - “Cyberpunk Speeder” by Piotr Pisiak - sketchfab.com/3d-models/cyberpunk-speeder-78cf4a37a1604ddeb99651d531d7a0ff - “Cyberpunk Station” by Daniel.Orlando.Tapia - sketchfab.com/3d-m...
Neon Noir, Real-Time Rendering Course, 2023W
zhlédnutí 83Před 5 měsíci
Real-Time Rendering demo "Neon Noir". 3rd best Demo of 2023W. Created by anonymous for TU Wien's Real-Time Rendering course (186.140) in winter term 2023/2024.
Dance of the Wisps, Real-Time Rendering Course, 2023W
zhlédnutí 183Před 5 měsíci
Real-Time Rendering demo "Dance of the Wisps". Created by Michael Patrick Komon and Can-Saip Hasbay for TU Wien's Real-Time Rendering course (186.140) in winter term 2023/2024.
Fairy Forest, Real-Time Rendering Course, 2023W
zhlédnutí 161Před 5 měsíci
Real-Time Rendering demo "Fairy Forest". Best Demo of 2023W. Created by Loanie Gress and Matěj Sakmary for TU Wien's Real-Time Rendering course (186.140) in winter term 2023/2024.
Zombie Walk, Real-Time Rendering Course, 2023W
zhlédnutí 78Před 5 měsíci
Real-Time Rendering demo "Zombie Walk ". Created by Thomas Seirlehner and Erhardt Elias for TU Wien's Real-Time Rendering course (186.140) in winter term 2023/2024.
The Way of Light, Real-Time Rendering Course, 2023W
zhlédnutí 49Před 5 měsíci
Real-Time Rendering demo "The Way of Light". Created by Martin Crepaz and Gabriel Ratschiller for TU Wien's Real-Time Rendering course (186.140) in winter term 2023/2024.
Round Cat, Real-Time Rendering Course, 2023W
zhlédnutí 61Před 5 měsíci
Real-Time Rendering demo "Round Cat". Created by Stefnotch and anonymous for TU Wien's Real-Time Rendering course (186.140) in winter term 2023/2024.
Rayzer, Real-Time Rendering Course, 2023W
zhlédnutí 151Před 5 měsíci
Real-Time Rendering demo "Rayzer". Created by Marcus Alberer and Wang Shuning for TU Wien's Real-Time Rendering course (186.140) in winter term 2023/2024.
Night at the Museum, Real-Time Rendering Course, 2023W
zhlédnutí 79Před 5 měsíci
Real-Time Rendering demo "Night at the Museum". Created by Sabina Malik and Elias Füricht for TU Wien's Real-Time Rendering course (186.140) in winter term 2023/2024. Ambient Music by Martia's Muses: www.youtube.com/@MartiasMuses
Ludger Hovestadt (ETH Zürich) - Digital Architectonics
zhlédnutí 142Před 6 měsíci
Recorded at the 2022 symposium on Geometry and Computational Design
Dieter Schmalstieg (TU Graz) - Augmented Reality Meets Digital Twins
zhlédnutí 118Před 6 měsíci
Recorded at the 2022 symposium on Geometry and Computational Design
Martin Bechthold (Harvard University) - Material Uncertainties
zhlédnutí 219Před 6 měsíci
Recorded at the 2022 symposium on Geometry and Computational Design
Henriette Bier (TU Delft) - Computational Strategies ...
zhlédnutí 125Před 6 měsíci
Computational Strategies for Design-to-Robotic-Production -Assembly and -Operation Recorded at the 2022 symposium on Geometry and Computational Design
William F. Baker (SOM) - On the Harmony of Structure, Architecture and Geometry
zhlédnutí 163Před 6 měsíci
William F. Baker (SOM) - On the Harmony of Structure, Architecture and Geometry
Pushing a Drawing Network to its Limit (Context-Aware Translation)
zhlédnutí 770Před 7 měsíci
Pushing a Drawing Network to its Limit (Context-Aware Translation)
Re:Drawing Anime Eyes (Context-Aware Translation)
zhlédnutí 468Před 7 měsíci
Re:Drawing Anime Eyes (Context-Aware Translation)
SFB F77 SP2 at Wohnen&Interieur 2023
zhlédnutí 346Před rokem
SFB F77 SP2 at Wohnen&Interieur 2023
SIGDT2D: Curve Reconstruction | Pacific Graphics 2022
zhlédnutí 522Před rokem
SIGDT2D: Curve Reconstruction | Pacific Graphics 2022
RTPercept: Training and Predicting Visual Error for Real-Time Applications
zhlédnutí 579Před rokem
RTPercept: Training and Predicting Visual Error for Real-Time Applications
SFB Advanced Computational Design
zhlédnutí 210Před rokem
SFB Advanced Computational Design
Cyberpunk, Real-Time Rendering Course, 2022W
zhlédnutí 1,4KPřed rokem
Cyberpunk, Real-Time Rendering Course, 2022W
Waterverse, Real-Time Rendering Course, 2022W
zhlédnutí 652Před rokem
Waterverse, Real-Time Rendering Course, 2022W
R.U.T.H., Real-Time Rendering Course, 2022W
zhlédnutí 455Před rokem
R.U.T.H., Real-Time Rendering Course, 2022W
Ocean Story, Real-Time Rendering Course, 2022W
zhlédnutí 300Před rokem
Ocean Story, Real-Time Rendering Course, 2022W
The Arrival, Real-Time Rendering Course, 2022W
zhlédnutí 211Před rokem
The Arrival, Real-Time Rendering Course, 2022W
Alpenföhn, Real-Time Rendering Course, 2022W
zhlédnutí 243Před rokem
Alpenföhn, Real-Time Rendering Course, 2022W
Ghost Busters, Real-Time Rendering Course, 2022W
zhlédnutí 199Před rokem
Ghost Busters, Real-Time Rendering Course, 2022W
New Year's Eve, Real-Time Rendering Course, 2022W
zhlédnutí 219Před rokem
New Year's Eve, Real-Time Rendering Course, 2022W

Komentáře

  • @wusticality
    @wusticality Před 19 dny

    Your work is invaluable, thank you so very much!

  • @exolicious1416
    @exolicious1416 Před měsícem

    You said in an earlier episode, that commands START execution in the order they have been registered onto the command buffer, but do not necessarily FINISH execution in that same order. I think that could just be because some commands are just inherently more compute intensive than others, but could another reason be, the introduction of these cross pipeline dependencies? For example cmd X is not compute intensive and is registered to the command buffer first. CMD Y (which has been registered after CMD x) is a very compute intensive command. Now we introduce a stage dependency for a stage that cmd X is concerned with (for example a copy command) to another stage (for example the ALL_COMMANDS of the Graphics Pipeline). This would mean, that while cmd x which would be really quick in theory and also would start execution first in the queue, would most likely finish after cmd y, which was registered after cmd x to the command buffer, even though it would be way more compute intensive, right? Also you said in this episode, that the GPU has a mechanism/system to decide which workloads to parallelize and which clusters to assign those workloads to. If we assume a cmd A (or rather a pipeline stage) has a dependency to cmd B (or rather its pipeline ALL_COMMANDS stage) to finish, and maybe the cmd B needs only 2 clusters to do some work. Now, as to be as efficient as possible the GPU decides to assign 2 clusters to workloads from another cmd C (which has started after A and B), since cmd A is dependant on cmd B. Are these assumptions correct?

  • @thomasziereis330
    @thomasziereis330 Před 2 měsíci

    amazing

  • @clszgg
    @clszgg Před 2 měsíci

    Thank you sir, best in depth explanation available 👍

  • @vickyvey1657
    @vickyvey1657 Před 2 měsíci

    Does this theory apply for Unreal Engine's pathtracing ?

  • @alexfrozen
    @alexfrozen Před 3 měsíci

    Uniforms have two huge disadvantages over Storages. Veeery small size and no write access. Everyone tells this. I am looking for advantages of Uniforms more than month and still fail to find. Even here.

  • @bawbak8800
    @bawbak8800 Před 3 měsíci

    This is kind of surprise to me, how the first video in this list is probably the worse video about Vulkan on YT, and the rest of the videos in the list are the best videos on the YT :) After watching the first video, I was so disappointed and stopped watching at that point, until later when I found a Reddit post that someone linked to the second video in the list and I'm still keep watching the rest of the videos

  • @FabriceClosier
    @FabriceClosier Před 4 měsíci

    Excellent presentation! One detail about the way you start the traversal of BVH, no need to start outside. A simple additional test on point in bound (the origin of the ray) when testing the tree nodes from root is enough and faster.

  • @guitarvoicing
    @guitarvoicing Před 4 měsíci

    Dear Mr. Johannes Unterguggenberger, I would like to extend my sincere appreciation for the outstanding masterpiece you have created in your CZcams video on Synchronization in Vulkan. Your concise yet highly illuminating explanations, coupled with fantastic animation examples, showcase your exceptional expertise in the field. Thank you immensely for generously sharing your outstanding knowledge of Vulkan with the community.

  • @13Septem13
    @13Septem13 Před 4 měsíci

    We have similar last names. Mine is Uberguggenburger.

  • @electronutlabs
    @electronutlabs Před 4 měsíci

    Excellent video. You make a strong case for Vulkan for someone starting off on graphics programming in 2024. I'd also recommend reading Jim Blinn's classic - A Trip Down the Graphics Pipeline, and play with an easy API like three.js before jumping into the deep end with Vulkan. (From a long-time OpenGL programmer.)

  • @chaitanyakumar3809
    @chaitanyakumar3809 Před 4 měsíci

    25:22 you mutilated the cat wtf :(

  • @armanisadzhanyan7138
    @armanisadzhanyan7138 Před 4 měsíci

    LMAO :)

  • @ashwithchandra2622
    @ashwithchandra2622 Před 5 měsíci

    this channel is gold. Explained fundamentals very well 👌👌👌👌

  • @DiegoAndrade
    @DiegoAndrade Před 5 měsíci

    Thank you this is so good great talk ....

  • @acf2802
    @acf2802 Před 5 měsíci

    I don't understand the point of light source importance sampling when bidirectional path tracing exists.

  • @ProNoob777
    @ProNoob777 Před 5 měsíci

    @ 21:34 when you say binding descriptors to one bind point, will not disturb the others. Does that mean if I bind Desc. A to set 0 in the Graphics bind point, and then bind Desc. B to set 0 in the Compute bind point, A will still be bound to set 0 in Graphics? Because later on @ 22:01 it seems like the sets are being made copies of, one for each pipeline bind point??

  • @ProNoob777
    @ProNoob777 Před 5 měsíci

    From what I have read, ray-tracing is still not done 100% in games, and they still use rasterization.

    • @ProNoob777
      @ProNoob777 Před 5 měsíci

      I also liked how you talked about mesh shaders.

  • @lornamcneill3728
    @lornamcneill3728 Před 6 měsíci

    Great series, thank you. Could you please explain the sentence, about images used as input attachments, "the access to an input attachment is framebuffer local, which means that only one pixel can be accessed, but not the neighbouring ones" - I don't know why that second part follows?

  • @sathyanarayanan7268
    @sathyanarayanan7268 Před 6 měsíci

    I'm watching these videos after going thru a ton of other videos..These are the best...with so much clear animations and fundamentals..thanks a lot

  • @jawgboi9210
    @jawgboi9210 Před 7 měsíci

    This is impressive! Will this be open-sourced?

    • @jaliborc-research
      @jaliborc-research Před 3 měsíci

      Not at the moment, due to some limitations. We hope at some point to be able to do it.

  • @joaojanicas433
    @joaojanicas433 Před 7 měsíci

    👍

  • @nahimyaya1794
    @nahimyaya1794 Před 7 měsíci

    PLEEEEAAAASE REVIVE THIS!!!

  • @Nima-ho3nq
    @Nima-ho3nq Před 7 měsíci

    Wow this looks great! Still has a lot work to do to get to the production level quality but I love the direction that you're going. Developing such tools and technology will help animators a lot and since the demand for animation is getting higher and higher this kind of technology will sure be welcomed in time. Also, I'm really fund of this project and idea. Is there anyway to be able to contribute to it?

    • @cgtuwien
      @cgtuwien Před 7 měsíci

      We are happy you enjoyed our work. Regarding questions, such as how to contribute, the best person to contact is jaliborc@cg.tuwien.ac.at. He is no longer at the TU, but was the one responsible for this research direction.

  • @cgtuwien
    @cgtuwien Před 7 měsíci

    See also the video where we stress test the network: czcams.com/video/YO8Fb2cpSRQ/video.html

  • @cgtuwien
    @cgtuwien Před 7 měsíci

    If you are not sure what this is about, see the explainer video first! czcams.com/video/8YeDvrdvA5A/video.html

  • @叵
    @叵 Před 7 měsíci

    what should be noted if you are using volk?

  • @pleasetakemyadvice
    @pleasetakemyadvice Před 7 měsíci

    What's the purpose of the demo code ?

  • @lukebender1021
    @lukebender1021 Před 7 měsíci

    These lectures are some of the most valuable resources for learning Vulkan in existence. Thank you so much for producing these videos, they've helped improve my understanding and mental model of Vulkan tremendously! Please please please make more of these.

  • @fangliu125
    @fangliu125 Před 8 měsíci

    OMG you explained sooo clearly!

  • @syntaxed2
    @syntaxed2 Před 8 měsíci

    "New Generation API" - Also, written in C, and plagued with all sorts of C shenanigans

    • @cgtuwien
      @cgtuwien Před 8 měsíci

      Well, C is arguably still the only sensible choice for a cross-device and cross-platform SDK. There are Vulkan bindings for all sorts of programming languages (even for Common Lisp ^^)

  • @PalasBrown
    @PalasBrown Před 8 měsíci

    thank you, very clear explanation

  • @jabr0nicus
    @jabr0nicus Před 8 měsíci

    Dude these lectures have been so helpful in filling in the gaps in my understanding. Big thanks!!

  • @powergladius
    @powergladius Před 9 měsíci

    Someone had a lot of fun animating that underscore at 30:32 :)

  • @jeikiu
    @jeikiu Před 9 měsíci

    Great talk, thanks a lot.

  • @oystercatcher943
    @oystercatcher943 Před 9 měsíci

    This is great, as someone who has played in little with OpenGL and Metal more recently. You've changed my views on OpenGL. The high/level low level debate is in interesting one and I strongly believe in education its important for student to form mental models all the way from low level to high level. You need to know when to go high and when to go low. Metal is low-level and was fun but pretty disappointing when I ran the same code on a different Mac and I got complete nonsense visuals :-(

  • @thygrrr
    @thygrrr Před 9 měsíci

    Very good, thank you, Johannes!

  • @JeffreyLiu8
    @JeffreyLiu8 Před 9 měsíci

    Thanks, but this doesn't appear to be for beginner anymore. Suddenly from ep2 to 3 became so hard.

    • @cgtuwien
      @cgtuwien Před 8 měsíci

      Oh really? Sorry to hear. We have to admit that we have received similar feedback already... maybe try to read up on some other beginner-level resources first (like those listed on the official Vulkan website: vulkan.org/learn#vulkan-tutorials) then come back to Episode 3.

    • @PatrickFrom
      @PatrickFrom Před 6 měsíci

      What I do is I go between the link provided from cgtuwien and then back to this series to slowly see if there are any gaps that should be filled, since there's always something I might've missed or not understood yet. I also use the resources provided from the beginning of the series which can be helpful :)

    • @ProNoob777
      @ProNoob777 Před 5 měsíci

      Vulkan is never meant to be beginner-friendly :D

  • @JeffreyLiu8
    @JeffreyLiu8 Před 9 měsíci

    Thank you sir. I really need to very basic learning material. Thank you for making the world a better place.

  • @Kram1032
    @Kram1032 Před 10 měsíci

    28:58 got plenty of them in zoos :P

  • @zhangbo0037
    @zhangbo0037 Před 10 měsíci

  • @KeepAnOpenMind
    @KeepAnOpenMind Před 10 měsíci

    Great lecture!

  • @hahahaha-ge6gm
    @hahahaha-ge6gm Před 10 měsíci

    great video. Just wondering, are there any upcoming C/C++ lec in the future?

    • @cgtuwien
      @cgtuwien Před 8 měsíci

      Thanks! More C/C++ lectures were planned, but unfortunately, due to lack of time, they weren't produced. :/

  • @RoyaltyInTraining.
    @RoyaltyInTraining. Před 11 měsíci

    Seems like Vulkan has added a cross-vendor extension for task / mesh pipelines in September 2022. It's called VK_EXT_mesh_shader

  • @CrabeExtra
    @CrabeExtra Před 11 měsíci

    This helps me a lot. thanks!

  • @heeiihee
    @heeiihee Před rokem

    "this is my first video , bear with me" *proceeds to give the clearest explanation to AD in youtube*

  • @sehzadeselim863
    @sehzadeselim863 Před rokem

    32:35 stride - you better use sizeof(MyVertexData). Don't forget about padding! E.g. : if structure has 1 float and 1 char, its stride is 8, not sizeof(float) + sizeof(char)

  • @PixelPulse168
    @PixelPulse168 Před rokem

    it's time to let go opengl.

  • @PixelPulse168
    @PixelPulse168 Před rokem

    youtube is recommendation system broken. I got such great content push this week.

  • @B1gBut
    @B1gBut Před rokem

    thanks.