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. 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 *