LerpworksAcademy

Section

Graphics

Basics

Space

Textures

Materials

Light

The frame

How an engine draws a frame: passes and the G-bufferLesson · in depthThe frame as a chain of passes: forward and deferred rendering, the G-buffer and hundreds of lamps, Forward+, the order from depth to interface, and finding material errors with Buffer Visualization.Depth buffer: what is closer to the cameraLesson · coreHow a graphics card decides which triangle is in front, why depth is stored unevenly, where the flicker of coinciding surfaces comes from, and how depth gives water a soft edge.Transparency: Opaque, Masked, TranslucentLesson · coreWhy foliage uses Masked, why transparent things are expensive and get sorted wrongly, and how a new color blends with one that is already drawn.Anti-aliasing: stair-steps, flicker and TSRLesson · coreWhy edges turn into stair-steps while wires and highlights flicker: the pixel as a single sample, three kinds of aliasing, supersampling, MSAA, the FXAA and SMAA post filters, temporal anti-aliasing with jitter, history, motion vectors and rejection, ghosting and blur, the TSR, DLSS, FSR and XeSS upscalers, and what an artist can do.LOD, instancing and Nanite: drawing a million blades of grassLesson · coreHow a big scene stays within budget: the two prices, triangles and draw calls; levels of detail chosen by screen size, popping and dithering, HLOD and impostors; why small triangles are expensive; instancing and per-copy data; culling by frustum, distance and occlusion (Hi-Z); and Nanite, with its clusters, its errors under a pixel and what it dislikes.Fog and post-processingLesson · coreWhat happens to the picture after lighting: exposure and auto exposure, tone mapping and why it changes colors, color grading and LUTs, exponential, height and volumetric fog, bloom, vignette and grain, depth of field and motion blur, SSAO, and the order and cost of effects.The frame budget on the graphics cardLesson · in depthThe last lesson of the course. The frame budget in milliseconds (16.7 ms at 60 fps) and why to count in ms rather than FPS; the CPU and the graphics card working at once, with the slowest link setting the frame, and the resolution test; input latency and the frame queue; the cost breakdown of the GPU frame by the passes of the course; why grass, shadows and transparency are expensive; video memory, texture streaming and what happens when it overflows; finding the bottleneck with a profiler; and a checklist of savings for artists.