Go to http://brilliant.org/BranchEducation/ for a 30-day free trial and expand your knowledge. The first 200 people will get 20% off their annual premium membership. Have you ever wondered how video game graphics have become incredibly realistic? How can GPUs and graphics cards render such incredibly detailed scenes? Well, in this video we're going to explore how just a bunch of data in your computer gets turned into realistic graphics. Additionally, we'll take a quick look into Ray Tracing, DLSS or Deep Learning Super Sampling, and many other complicated aspects of video game graphics. We at Branch Education love to play video games, so this video has been one of our favorite ones to make thus far. It's kind of like getting to look under the hood of your childhood car. Also, it was surprising that practically all video games use similar basic steps to render each frame. Furthermore, as a fun fact, to create this video our team used 1x 3090ti, 3x 3090s, and the model that we tore down was a 3090. There are just sooooo many topics in the realm of computer graphics that we couldn't cover. If you're interested in part 2 where we'll cover things like UVs, Normal Maps, Shadows, Reflections, Specular Reflections, and much more, tell us in the comments. Do you want to support in-depth engineering and technology education? Support us at: https://www.patreon.com/brancheducation Website: https://www.branch.education On Facebook: https://www.facebook.com/BranchEducation/ Table of Contents: 00:00 - Video Game Graphics 01:11 - Graphics Rendering Pipeline and Vertex Shading 04:16 - Video Game Consoles & Graphics Cards 05:06 - Rasterization 06:51 - Visibility Z Buffer Depth Buffer 10:03 - Pixel Fragment Shading 11:35 - The Math Behind Pixel Shading 14:05 - Vector Math & Brilliant Sponsorship 16:11 - Flat vs Smooth Shading 17:25 - An Appreciation for Video Games 17:58- Ray Tracing 18:45 - DLSS Deep Learning Super Sampling 19:06 - GPU Architecture and Types of Cores 20:06 - Future Videos on Advanced Topics 20:24 - Outro for Video Game Graphics Key Branches from this video are: How do JPEGs Work? How does Computer Hardware Work? Erratum: Animation: Mike Radjabov, Prakash Kakadiya, Teddy Tablante Script: Teddy Tablante Twitter: @teddytablante Modeling: Mike Radjabov, Prakash Kakadiya Voice Over: Phil Lee Sound Design: www.drilu.mx Sound Effects and Music Editor: Raúl Núñez Supervising Sound Editor and Mixer: Luis Huesca Animation built using Blender 4.0.1 https://www.blender.org/ References: The most important resource for making this video was Cem Yuksel [ https://www.youtube.com/@cem_yuksel ] a professor in the School of Computing at the University of Utah. His online course on computer graphics and interactive graphics was incredibly useful. "NVIDIA Ampere GA102 GPU Architecture" Second-Generation RTX. NVIDIA Corporation 2021 Wikipedia contributors. "Computer Animation" "Computer Graphics". "CUDA". "Graphics Pipeline". "History of Computer Animation". "NVIDIA". "Rasterization". Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, Visited December 21nd 2023 #Graphics #GPU #Algorithm
Go to http://brilliant.org/BranchEducation/ for a 30-day free trial and expand your knowledge. Use this link for a 20% discount on their annual premium membership. TV and Movies have a ton of Computer Generated Images [CGI] to create fantasy worlds with dragons and castles, futuristic intergalactic civilizations, or historically accurate cities of 1700s Japan, such as in the recent TV show Shogun. But have you ever wondered how these CGI / Computer Generated Images are made? And how are these scenes so accurate that they fool the eye into thinking they are real. In this video, we're diving into Path Tracing, a type of Ray Tracing algorithm. We'll explore exactly how Ray Tracing is used to create accurate lighting and realistic scenes and how it uses quadrillions of calculations. We're working on more ambitious subjects like computer architecture and graphics cards. Any contribution would greatly help make these videos. https://www.patreon.com/brancheducation Branch Education Website: https://www.branch.education Branch Education Facebook: https://www.facebook.com/BranchEducation/ Thank you to Cem Yuksel, a professor at the School of Computer at the University of Utah. He helped to proofread the script for inaccuracies, and his only course on computer graphics and interactive graphics was incredibly useful in researching this video. You can find the various scenes we used to create this video on the Blender Website https://www.blender.org/download/demo-files/ Scanlands by Piotr Krynski Agent 327 Barbershop by Blender Animation Studios The Junk Shop by Alex Trevino. Original Concept by Anais Maamar Thank you to the Blender Dev Team! Animation built using Blender 4.2.0 https://www.blender.org/ Table of Contents: 00:00 - How does CGI Computer Generated Images Work? 01:00 - How is Ray Tracing an Incredibly Difficult Problem to Solve 02:41 - How to Create a CGI Scene 05:48 - Rendering a Scene with Ray Tracing 09:09 - Lighting a Scene with Ray Tracing: Global Illumination 13:46 - Material Roughness and Bouncing Rays 16:04 - Solving Ray Tracing 19:57 - Graphics Cards and Ray Tracing Cores 22:31 - Brilliant Sponsorship 24:20 - We Love Ray Tracing in Blender 25:27 - Ray Tracing in Video Games 26:23 - Screen Space Ray Tracing Key Branches from this video are: How do Video Game Graphics Work? https://youtu.be/C8YtdC8mxTU Animation: Mike Radjabov, Sherdil Davronov, Adrei Dulay Research, Script and Editing: Teddy Tablante Twitter: @teddytablante Modeling: Mike Radjabov, Prakash Kakadiya Voice Over: Phil Lee Sound Design by Drilu: www.drilu.world Sound Design and mix: David Pinete Additional Sound Design: Raúl Núñez Supervising Sound Editor: Luis Huesca Erratum: Image Attribution: Steve Jobs in 1972 Pegasus Yearbook produced by Homestead High School Steve Jobs and Macintosh Computer from 1984 by Bernard Gotfryd Apple Computer by Ed Uthman https://en.m.wikipedia.org/wiki/File:Apple_I_Computer.jpg 1982 Time Magazine Steve Jobs Striking it Rich Apple II Image by Rama & Musee Bolo Apple 3 by Bilby Steve Jobs 2010 Image by Matt Yohe from Wikimedia Internet References: Ray Tracing Gems Series https://www.realtimerendering.com/raytracinggems/ The Science Behind Pixar https://sciencebehindpixar.org/ask-a-pixar-scientist Lumen Vs. Ray Tracing https://www.lunas.pro/news/lumen-ray-tracing.html Wikipedia contributors. "3D Computer Graphics", " Light Transport", " Ray Casting", "Ray Tracing (graphics)", " Rendering". Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, Visited August 15th 2024 Textbooks and Papers An Improved Illumination Model for Shaded Display by Turner Whitted, Bell Laboratories Distributed Ray Tracing by Robert Cook, Thomas Porter, and Loren Carpenter Physically Based Rendering by Matt Pharr, Wenzel Jakob, Greg Humphreys Ray Tracing in One Weekend by Peter Shirley The Rendering Equation by James T. Kajiya #GPU #RayTracing #CGI