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Computer Graphics at TU Wien
Austria
Registrace 15. 03. 2020
Our group performs extensive fundamental and applied research in computer graphics. Our areas of expertise are modeling and rendering for computer graphics, visualization, visual computing, virtual environments, and color. Besides our research projects, we specialize in consulting and technology transfer as well as computer graphics related education on both undergraduate and graduate level.
This channel is used for providing some of our lectures and presentation of our research.
TU Wien
Institute of Visual Computing & Human-Centered Technology
Favoritenstr. 9-11 / E193-02
A-1040 Vienna
Austria - Europe
This channel is used for providing some of our lectures and presentation of our research.
TU Wien
Institute of Visual Computing & Human-Centered Technology
Favoritenstr. 9-11 / E193-02
A-1040 Vienna
Austria - Europe
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.
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)
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
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
Your work is invaluable, thank you so very much!
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?
amazing
Thank you sir, best in depth explanation available 👍
Does this theory apply for Unreal Engine's pathtracing ?
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.
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
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.
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.
We have similar last names. Mine is Uberguggenburger.
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.)
25:22 you mutilated the cat wtf :(
LMAO :)
this channel is gold. Explained fundamentals very well 👌👌👌👌
Thank you this is so good great talk ....
I don't understand the point of light source importance sampling when bidirectional path tracing exists.
@ 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??
From what I have read, ray-tracing is still not done 100% in games, and they still use rasterization.
I also liked how you talked about mesh shaders.
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?
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
This is impressive! Will this be open-sourced?
Not at the moment, due to some limitations. We hope at some point to be able to do it.
👍
PLEEEEAAAASE REVIVE THIS!!!
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?
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.
See also the video where we stress test the network: czcams.com/video/YO8Fb2cpSRQ/video.html
If you are not sure what this is about, see the explainer video first! czcams.com/video/8YeDvrdvA5A/video.html
what should be noted if you are using volk?
What's the purpose of the demo code ?
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.
OMG you explained sooo clearly!
"New Generation API" - Also, written in C, and plagued with all sorts of C shenanigans
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 ^^)
thank you, very clear explanation
Dude these lectures have been so helpful in filling in the gaps in my understanding. Big thanks!!
Someone had a lot of fun animating that underscore at 30:32 :)
;D
Great talk, thanks a lot.
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 :-(
Very good, thank you, Johannes!
Thanks, but this doesn't appear to be for beginner anymore. Suddenly from ep2 to 3 became so hard.
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.
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 :)
Vulkan is never meant to be beginner-friendly :D
Thank you sir. I really need to very basic learning material. Thank you for making the world a better place.
28:58 got plenty of them in zoos :P
Great lecture!
great video. Just wondering, are there any upcoming C/C++ lec in the future?
Thanks! More C/C++ lectures were planned, but unfortunately, due to lack of time, they weren't produced. :/
Seems like Vulkan has added a cross-vendor extension for task / mesh pipelines in September 2022. It's called VK_EXT_mesh_shader
This helps me a lot. thanks!
"this is my first video , bear with me" *proceeds to give the clearest explanation to AD in youtube*
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)
it's time to let go opengl.
youtube is recommendation system broken. I got such great content push this week.
thanks.