TATechnical Art & Graphics Academy

Rendering school · RenderPath

See the image. Understand the GPU. Build the renderer.

Simple explanation → visualization → code → measurement → project.

Colour labCulling labFrame-budget calculatorPipeline viewerLighting labMeshlet labLearner showcaseGlossaryShader editor
Explanations:

Stage 0 · What is computer graphics?

Open Colour lab

Name 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 viewer

Follow 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 lab

Make 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 editor

Solid 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 lab

Remove 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 lab

How 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.