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zakruti.com » Knowledge, science, education » Crash Course
3D Graphics: Crash Course Computer Science #27

3D Graphics: Crash Course Computer Science #27

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Rating: 4.0; Vote: 1
Today we-re going to discuss how 3D graphics are created and then rendered for a 2D screen. From polygon count and meshes, to lighting and texturing, there are a lot of considerations in building the 3D objects we see in our movies and video games, but then displaying these 3D objects of a 2D surface adds an additional number of challenges. So we-ll talk about some of the reasons you see occasional glitches in your video games as well as the reason a dedicated graphics processing unit, or GPU, was needed to meet the increasing demand for more and more complex graphics. Pre-order our limited edition Crash Course: Computer Science Floppy Disk Coasters here!
Date: 2022-04-04

Comments and reviews: 6


Too good. Have been reading/seeing lot of material over the last year. Lot of info, but no full picture. You connected all the dots and gave me a bigger picture. Thanks.
Can you please map all the concepts you talked about to the following blocks
Rasterizer/Vertex Shader/Pixel Shader?
Also didnt understand why triangles win. You can draw a unique plane by 4 points also if i am not wrong.

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The Sega Saturn used square polygons (called -quads-) that were basically stretchable 2d sprites with 4 corners, and it made the graphics far more complicated and inefficient than they needed to be (at least 25% less efficient than triangular polygons)
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thank you for this series, its super helpful to have someone easily lay out everything from the bare metal architecfture allllll the way up to high level programming languages and various technological applications
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An enormous amount of computing. I just completed a clip that runs 1 minute, 21 seconds (Blender 2. 8. It took 2 1/2 days to render.
This video explains why. Great work.

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Great stuff. I-ve learned a lot. I just wish she-d slow down a bit. There are virtually no pauses. I-ve binge watched through to here, and am really starting to notice it.
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great respect! finally I got an overview of all the terms used in GPU in a very well explained manner. LESS is MORE, SIMPLICITY is a KEY. Please keep going the good work!
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