Rendering school · RenderPath
See the image. Understand the GPU. Build the renderer.
Simple explanation → visualization → code → measurement → project.
Stage 0 · What is computer graphics?
Open Colour labName every part of a rendered image.
- Image & pixel
- An image is a grid of tiny coloured squares called pixels.
- Frame
- One finished picture. Games draw 30–120 of them every second.
- Mesh
- A 3D shape made of little triangles.
- Camera
- Decides what part of the world you see and from where.
- Texture & material
- A texture is a picture wrapped on a shape; a material says how that surface reacts to light.
- Shader & GPU
- A shader is a tiny program that runs millions of times on the GPU, once per vertex or pixel.
Stage 1 · Math for graphics
Only the maths needed for the next visual result.
- Vectors
- An arrow: a direction and a length.
- Dot product
- Tells how much two arrows point the same way — that's how bright a surface is.
- Cross product
- Gives an arrow that sticks straight out of two others.
- Matrices & transforms
- A recipe that moves, turns and resizes objects.
- Interpolation
- Smoothly blending between two values.
- Rays
- A line shot from the camera to find what it hits.
Stage 2 · Rendering pipeline
Open Pipeline viewerFollow one triangle to one pixel.
- Vertex processing
- Every corner of every triangle is moved to its place on screen.
- Rasterization
- The GPU works out which pixels each triangle covers.
- Fragment shading
- Each covered pixel gets its colour computed.
- Depth & blending
- Closer things hide farther ones; see-through things mix colours.
- Post-processing
- Final touch-ups on the whole picture, like glow or colour grading.
Stage 3 · Color, lighting & materials
Open Lighting labMake light behave correctly.
- Linear vs sRGB
- Screens store colour bent to suit our eyes; lighting maths needs it straight.
- Exposure & HDR
- Real light can be far brighter than a screen can show.
- Tone mapping
- Squeezes very bright light into what the screen can show.
- Diffuse & specular
- Matte glow vs shiny highlight.
- Metal & roughness
- Metals tint their reflections; rough surfaces blur them.
Stage 4 · Shader programming
Open Shader editorSolid colour → ray marching.
- Solid colour & UVs
- Start by painting everything one colour, then use UVs as a gradient.
- Normals & lighting
- Use which way the surface faces to light it.
- Procedural patterns
- Draw patterns with maths instead of pictures.
- Ray marching
- Step along a ray until it hits a shape described by a formula.
Stage 5 · Performance & visibility
Open Culling labRemove work — and measure what removing it costs.
- Frame budget
- Everything must fit in 16.7 ms to hit 60 FPS.
- Draw calls & state
- Every 'draw this' command costs the CPU time.
- Overdraw
- Painting the same pixel many times wastes GPU time.
- Frustum culling
- Skip objects the camera can't see.
- Occlusion / Hi-Z
- Skip objects hidden behind others.
- Meshlets
- Cut meshes into small pieces and skip pieces nobody sees.
Stage 6 · Shadows, AO & global illumination
Where light doesn't reach, and where it bounces.
- Shadow maps
- Draw the scene from the light; anything farther than what the light sees is in shadow.
- Shadow acne & peter-panning
- Too little correction makes stripes; too much makes shadows float.
- Ambient occlusion
- Corners and creases get less light.
- Baked lighting
- Work out lighting once and save it into textures.
- Real-time GI
- Bouncing light computed live every frame.
- Ray-traced effects
- Real rays for sharp reflections and exact shadows.
Stage 7 · Rendering architectures & post
Know how whole renderers are organised.
- Forward vs deferred
- Light each object as you draw it, or save surface info and light it all at once.
- Transparency
- See-through things are hard: they must be drawn back to front.
- Anti-aliasing
- Smooths jaggy edges.
- Bloom, DOF, motion blur
- Camera effects that make images feel real.
- Render graph
- A plan of all rendering passes so the engine can schedule them.
Stage 8 · GPU architecture & modern APIs
Open Meshlet labHow the hardware and Vulkan/DX12 really work.
- SIMT & warps
- The GPU runs groups of 32–64 threads doing the same step.
- Memory hierarchy
- Nearby memory is fast, far memory is slow.
- Mobile tile GPUs
- Phones draw the screen square by square to save power.
- Explicit APIs
- Vulkan and DirectX 12 let you control everything — and make you responsible for it.
- GPU-driven rendering
- The GPU decides what to draw instead of the CPU.
Stage 9 · Neural graphics
Where AI meets rendering.
- Neural upscaling
- Render small, let AI make it look big and sharp.
- NeRFs
- A network that learns a 3D scene from photos.
- Gaussian splatting
- A scene made of millions of soft blobs, fast enough for real time.
- Denoising
- Cleaning noisy ray-traced images.
Career paths
Beginner graphics programmer
Stages 0–4 · build a software rasterizer, then a WebGL/OpenGL renderer with PBR.
Real-time rendering engineer
Stages 5–8 · Vulkan/DX12 renderer with shadows, deferred lighting, culling and a render graph.
Neural graphics engineer
Stages 8–9 · CUDA/PyTorch, a tiny NeRF, then a Gaussian-splat viewer.
RenderPath is an independent educational project, not affiliated with any vendor mentioned.