Graphics · course
How an engine draws a frame
13 lessons
- Spaces: where a point is 17 steps
- Tangent space and normal maps 17 steps
- Depth buffer: what is closer to the camera 23 steps
- Transparency: Opaque, Masked, Translucent 23 steps
- How an engine draws a frame: passes and the G-buffer 18 steps
- Direct and indirect light 18 steps
- Shadows: maps, cascades and soft edges 23 steps
- Reflections: cubemaps, SSR and Lumen 21 steps
- Baked and live light: lightmaps and Lumen 21 steps
- Anti-aliasing: stair-steps, flicker and TSR 24 steps
- Fog and post-processing 27 steps
- LOD, instancing and Nanite: drawing a million blades of grass 26 steps
- The frame budget on the graphics card 22 steps
Course final
Questions from every lesson of the course: first the ones that were harder or that you have not met yet.