Visual course

Starting my new course – special for 2D/3D artist, ta and can be interesting to some programmers with this topics:

  • Color – lets talk about color
    • RGB and other models – how the rgb was found
    • Gamma correction – what is gamma correction today, white balance etc.
    • Linear space – what is linear space and why we use it
    • LDR/HDR – what is HDR and LDR what the difference
    • Tonemapping – how to use and why we need to have tonemapping
  • Forward vs Deferred
    • Deferred is everywhere – why everybody switch to deferred
    • Problems – what the problems we have with deferred
    • Combination – how we can use both of them and why do this
    • New approach – Screen space effects
  • PBR workflows – why use PBR
    • Shading models – lambert, burley, etc..
    • Specular vs metallic – what the difference
    • Albedo, glossines, roughes, specular, ao, cavity – different maps
    • Metals and dielectrics – how to choose
    • Lighting models – what models are
  • Lighting – for PBR
    • Brdfs – what is BRDF
    • Different BRDF/BTDF models – what the difference
    • Energy conservation – why it’s important
    • Fresnel – what is Fresnel term and how it affect metallic
    • How IBL fits here – when we use IBL
    • Area lights – what the difference between area and directional
  • Image base lighting – what is IBL
    • IBL in games – how and why we use it
    • Irradiance environment map (IEM) – approaches
    • Spherical harmonics – approaches
    • Volumetric lighting
  • PBR Camera – final image post-processing
    • Camera – why is important (LUV,SHUTTER SPEED OTHER)
    • High values – color space and dynamic range
    • Antialiasing
    • Optical effects – Optic, Lenses, Bokeh, Glare, Anamorphic
    • Motion blur, DOF
  • Custom Lighting – complicated
    • Photon lighting
    • Crytek LPV
    • Unreal voxel cone tracing
  • Ray Tracing and Distance functions
    • Raymarch – what it is and why we need to know
    • Approximations – how and why we should do it
    • Examples of approach – ray traced distance field soft shadows
  • Texture Compression
    • Memory, quality, power, performance – four horsemen of texture compression
    • DXT – S3 compression.
    • BCn – compression
    • Atlases – what is this and why we need to use them
    • UV space – from 0 to 1, mirror, wrap and others

The main purprose – to have a solid understanding what everybody talking about every day but dont know exactly what is it. This is not a final listing here, I’m still WIP and adding a little bit more topics to cover. All is a rather simple form, without any complicated formulas or calculations, the task of the course – learn the concepts with which we operate every day.

1 Comment

  1. Marcin

    What will be the format of this course? I’m currently on my way to implement PBR in WebGL and would love to take part.


Leave a Reply

Your email address will not be published. Required fields are marked *