Computer Graphics Light Attenuation

preview_player
Показать описание
Shows the formula controlling light attenuation and the computer graphics way of manipulating that formula to give us a nice scene.

Рекомендации по теме
Комментарии
Автор

where are you ? Dear Jamie, please come back

RachelRodriguezn
Автор

when a Jamie King video distracts you from procrastinating.
well played Mr.King, well played....

hayharut
Автор

Texture, another cool topic needs to be covered. It's quite confusing when I read this stuff on book. Your tutorial, with graphic explanation and code exercise, what's more, intuitive understanding of many concepts that would throw me away written in formal, academic language. Looking forward to new videos. Thx! Jamie King

lshawn
Автор

Best openGL tutorial on youtube (y)
Thanks

tsumansapkota
Автор

Hi Jamie! I want to say thanks for your play list! I spent a lot of time working on openGL with SDL 1.2 a few years ago and now everything with from gLDraw() calls to these VBOs. I tried to do a few tutorials but they lacked a lot of explanation of the openGL function and parameters. You do a great job and explaining what the calls do and what the parameters mean.

It's a fantastic feeling when I went back to those tutorials and was like oh, that's what's going on with these functions/objects. All of this is "old hat". ;) I tried to implement shadows, but they started using some sort of texture and modify that and I found myself wishing I understood the functions a bit more and if it would be the best way to do it with our code. I hope you get more free time in the future and get back to doing these tutorials.

There's so much I am curious about and find your style helps me learn. I'm curious how animation is done. Do you store many VBOs (like old school 2d sprite sheet) and just render different 'frames' of the VBO? Or do you have one vbo and use subbuffer to modify portions of the VBO? A game with multiple enemies would have to render them all in different configuration so I wouldn't really be able to use instance draw with such a set up. Or if it's done mathematically? Anyway, I'm gonna go through your game engine play list now!

Salty.Snacks
Автор

I feel kind of sad. I finished the Playlist of OpenGL. What do i do in my life now?

charvakpatel
Автор

I finally finished watching the playlist. Well I guess I will continue on learnopengl and OpenGL-tutorial to get the stuff that is missing. Thank you for the playlist.

ineverchangemyplayericon
Автор

Hi Jamie !!
Thanks for the great tutorials .

I am really looking forward for a tutorial on 3D texturing and ray casting technique.

chaluvadi
Автор

Many Thanks for a very thorough and hands on tutorial...I graduated in early 2000 and OpenGL was just beginning at that time. your tutorials helped me to remove most of the uneasiness that I used to feel with these OpenGL concepts. I hope you could further add the sections for shadows, reflections, textures and the various texture compression techniques. Now off to your other playlists :-)

subramanyaural
Автор

O senpai where is the next video @_@ Need moAR! Thanks for amazing series! looking forward to next ones!

DariuszArtCode
Автор

Great video Jamie. Will you make a video about indirect lighting?

sergenern
Автор

Hi Jamie. Any chance you get back doing your tutorials ?

artemilyasov
Автор

Thanks Jamie, you make everything look so easy// :D

Parzivalx
Автор

Just finished this playlist! So glad I did because I learned a bunch. Thanks for all the work including making a good functioning git repository!
No doubt I will come back here or the game engine series (which i have also finished) but also all the other content you have made.
Excited for what is ahead and thank you again!
/Robin

therobin
Автор

Thanks boss, this is the stuff I want!

Hawaiianspawn
Автор

Awesome as usual. Any chance you can cover the OpenGL basics without Qt? Maybe SDL or GLFW?
Also, is there a possibility to cover 3D CG in Vulkan? Just the basics so people get introduced to some awesome new features. Your way of explaining is just a killer thing. You sir, are awesome.

DimitriMoreira
Автор

Thanks for good explanation about light attenuation.
Offtopic question - did you consider applying Normalization filter on sound? it's sometimes hard to hear some words and we have to rewind back and make video louder. Just a proposal, no offense :)

UnrealEngine_Master
Автор

So this attenuation factor is meant to divide all three types of lighting or just the diffuse component of lighting? I think ambient and specular should be left alone

quicksilver_x
Автор

The John Madden of Graphics Programming

Ewanuk
Автор

I hope your lessons are not finished yet, and would be perfect if you show us more how to make mouse picker in OGL and different algorithm of it.

dez
join shbcf.ru