Course overview
How to Design Graphics & Rendering Engines
53 modules
·214 lessons
·—
Part 1
Part 2
Course Setup and the Incremental Ladder
Part 3
What Is a Rendering Engine?
Part 4
Pixels, Color, and Raster Images
Part 5
Coordinate Spaces
Part 6
The Modern GPU Pipeline
Part 7
Diagramming Rendering Systems
Part 8
Step 0 Drawing 2D Geometry
Part 9
Step 0 Transforming Geometry
Part 10
Step 0 Rasterization and Sampling
Part 11
Step 0 Simple 2D Rendering Pipeline
Part 12
Step 0 Minimal 3D Rendering Pipeline
Part 13
Step 1 Shaders as Programs on the GPU
Part 14
Step 1 Materials and Parameterization
Part 15
Step 1 Texturing and Sampling
Part 16
Step 1 The Rendering Equation Without the Math Pain
Part 17
Step 1 Material Systems in Engines
Part 18
Step 1 Shader and Material Abstractions
Part 19
Step 2 Local Illumination Models
Part 20
Step 2 Modern Shading Models (High-Level)
Part 21
Step 2 Shadows
Part 22
Step 2 Ambient and Indirect Lighting (Conceptual)
Part 23
Step 2 Normal Mapping and Detail
Part 24
Step 2 Lighting Architectures in Real-Time Engines
Part 25
Step 3 2D Rendering Models
Part 26
Step 3 Sprites, Tilemaps, and Vector Graphics
Part 27
Step 3 Text Rendering
Part 28
Step 3 3D Scene Representation
Part 29
Step 3 Visibility and Culling
Part 30
Step 3 Combining 2D and 3D in One Engine
Part 31
Step 4 Real-Time Rendering Constraints
Part 32
Step 4 Offline Rendering Characteristics
Part 33
Step 4 Baking and Precomputation
Part 34
Step 4 Hybrid Pipelines
Part 35
Step 4 Choosing Rendering Approaches Per Feature
Part 36
Step 5 Where Time Goes in Rendering
Part 37
Step 5 Overdraw, Fill Rate, and Complexity
Part 38
Step 5 Geometry Optimization
Part 39
Step 5 Texture and Memory Management
Part 40
Step 5 Resource Lifetime and Pools
Part 41
Step 5 Profiling and Debugging Performance
Part 42
Part 43
Step 6 Importers, Converters, and Build Pipelines
Part 44
Step 6 Material and Shader Authoring Tools
Part 45
Step 6 Scene and Level Editors
Part 46
Step 6 Debugging and Visualization Tools
Part 47
Step 6 Integrating Tools into the Engine Workflow
Part 48
Step 7 Engine Architecture and Subsystems
Part 49
Step 7 Render Graphs and Multi-Pass Rendering
Part 50
Step 7 Multi-Platform and Multi-API Rendering
Part 51
Step 7 Extensibility and Plugin Architectures
Part 52
Step 7 Testing, Validation, and Stability
Part 53