
Computer Graphics Course
Master every layer of computer graphics, from rasterization algorithms and shader programming to ray tracing and physically based rendering. This course gives you the technical depth and hands-on skills that graphics engineers actually use in games, film, and simulation. Whether you're targeting a GPU programming role or building your own renderer, this is where serious graphics knowledge begins.
What you will learn:
You will build a complete understanding of the graphics pipeline, starting with 2D rasterization and 3D transformations and advancing through lighting models, texture mapping, and GPU shader development. You will implement Phong and physically based shading, write GLSL or HLSL shaders from scratch, and construct a working path tracer with Monte Carlo integration. The course also covers deferred rendering, screen-space effects, skeletal animation, and procedural content generation. You will study modern graphics API concepts including command buffers, render passes, and explicit memory management. By the end, you will have the skills and portfolio projects needed to pursue professional roles in real-time or offline rendering.
How you study in practice Computer Graphics Course
How you practise Computer Graphics Course
For companies looking to train their team
With Dedika for Business, the course includes exercises and examples tailored to your own business and the way your company needs.
Course Content
8 Chapters • 40 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsFoundations of Computer Graphics
Foundations of Computer Graphics
Lesson 1 • Color Models and Spaces
Introduces RGB, HSV, and perceptual color models used in graphics pipelines. Students apply color space conversions relevant to display and rendering workflows.
Lesson 2 • Coordinate Systems and Transformations
Defines 2D and 3D Cartesian spaces, homogeneous coordinates, and basic transforms. Builds the mathematical vocabulary used throughout all subsequent chapters.
Lesson 3 • History and Scope of Computer Graphics
Traces the evolution from early raster displays to modern GPU-driven rendering. Contextualizes the field's breadth across games, film, simulation, and visualization.
Lesson 4 • Overview of the Graphics Pipeline
Maps the stages from geometry input to final pixel output in a standard pipeline. Provides a mental model that anchors every topic covered in later chapters.
Lesson 5 • Digital Image Representation
Covers pixels, resolution, bit depth, and image file formats. Connects raster fundamentals to how graphics hardware stores and displays images.
Chapter 2HideHide detailsSee details2D Graphics and Rasterization
2D Graphics and Rasterization
Lesson 1 • Anti-Aliasing and Sampling
Explains aliasing artifacts and supersampling, MSAA, and filter-based solutions. Links sampling theory to image quality decisions made throughout the pipeline.
Lesson 2 • Line Drawing Algorithms
Covers Bresenham's and DDA algorithms for efficient integer-based line rasterization. Connects pixel-level accuracy to the broader rasterization stage of the pipeline.
Lesson 3 • Clipping Algorithms
Introduces Cohen-Sutherland and Sutherland-Hodgman algorithms for viewport clipping. Ensures only visible geometry is processed, optimizing rendering performance.
Lesson 4 • Polygon Filling Techniques
Teaches scanline fill, flood fill, and edge-table methods for solid polygon rendering. Prepares students for triangle rasterization used in 3D pipelines.
Lesson 5 • Circle and Ellipse Rasterization
Applies midpoint and Bresenham circle algorithms to draw curved primitives efficiently. Reinforces integer arithmetic techniques introduced in line drawing.
Chapter 3HideHide detailsSee details3D Geometry and Transformations
3D Geometry and Transformations
Lesson 1 • Quaternions for Rotation
Introduces quaternion algebra as a gimbal-lock-free rotation representation. Covers SLERP interpolation for smooth animation transitions between orientations.
Lesson 2 • Mesh Representation and Data Structures
Covers vertex buffers, index buffers, half-edge structures, and winged-edge meshes. Prepares students to store and traverse 3D geometry efficiently in code.
Lesson 3 • Viewing and Projection
Constructs view matrices using look-at formulations and derives perspective and orthographic projections. Connects camera math to the vertex transformation stage.
Lesson 4 • Vectors and Matrices in 3D
Reviews dot product, cross product, and matrix operations essential for 3D graphics. Establishes the linear algebra toolkit used in every subsequent 3D computation.
Lesson 5 • 3D Transformation Matrices
Derives 4x4 matrices for translation, rotation, and scaling in homogeneous space. Students compose model, view, and projection transforms into a unified pipeline.
Chapter 4HideHide detailsSee detailsLighting and Shading Models
Lighting and Shading Models
Lesson 1 • Light Sources and Properties
Defines directional, point, spot, and area light types and their mathematical representations. Establishes the illumination inputs consumed by all shading models.
Lesson 2 • Ambient, Diffuse, and Specular Shading
Derives the Phong and Blinn-Phong reflectance models component by component. Students implement these models in shader code and tune material parameters.
Lesson 3 • Shadow Techniques
Covers shadow maps, shadow volumes, and percentage-closer filtering for soft shadows. Connects shadow algorithms to depth buffer concepts from the projection chapter.
Lesson 4 • Physically Based Rendering Fundamentals
Introduces the microfacet BRDF, energy conservation, and metallic-roughness workflow. Bridges classical shading to modern PBR pipelines used in production.
Lesson 5 • Normal Vectors and Shading Interpolation
Explains flat, Gouraud, and Phong shading interpolation and their visual differences. Covers normal transformation using the inverse-transpose matrix.
Chapter 5HideHide detailsSee detailsTexturing and Surface Detail
Texturing and Surface Detail
Lesson 1 • Normal and Bump Mapping
Derives tangent-space normal mapping and compares it to object-space and world-space variants. Extends surface detail without increasing mesh polygon count.
Lesson 2 • Texture Mapping Fundamentals
Covers UV coordinates, texture sampling, and wrap modes for applying 2D images to 3D surfaces. Connects texture lookups to the fragment shader stage.
Lesson 3 • Advanced Surface Maps
Covers displacement, ambient occlusion, roughness, and emissive maps in PBR workflows. Integrates multiple texture channels into a cohesive material definition.
Lesson 4 • Mipmapping and Filtering
Explains mipmap generation, trilinear filtering, and anisotropic filtering for distant surfaces. Addresses aliasing artifacts caused by texture minification.
Lesson 5 • UV Unwrapping and Atlas Packing
Teaches seam placement, UV island layout, and texture atlas packing strategies. Prepares students to create efficient UV layouts for game and film assets.
Chapter 6HideHide detailsSee detailsGPU Programming and Shader Development
GPU Programming and Shader Development
Lesson 1 • Vertex Shader Programming
Covers vertex attribute inputs, uniform buffers, and MVP transform implementation in shader code. Students produce correctly transformed clip-space geometry.
Lesson 2 • Compute Shaders and GPGPU
Introduces compute shader dispatch, shared memory, and synchronization barriers. Enables students to offload non-graphics parallel tasks to the GPU.
Lesson 3 • GPU Architecture Overview
Explains SIMD execution, warp/wavefront scheduling, and memory hierarchy on modern GPUs. Provides the hardware context needed to write efficient shader code.
Lesson 4 • Fragment Shader Programming
Implements lighting equations, texture sampling, and output blending in fragment shaders. Connects shading models from Chapter 4 to executable GPU code.
Lesson 5 • Shader Optimization Techniques
Covers instruction count reduction, texture fetch minimization, and branch avoidance strategies. Students profile and optimize shaders using GPU performance tools.
Chapter 7HideHide detailsSee detailsRay Tracing and Global Illumination
Ray Tracing and Global Illumination
Lesson 1 • Whitted Ray Tracing
Implements recursive ray tracing with reflection, refraction, and shadow rays. Demonstrates global effects not achievable with local shading models alone.
Lesson 2 • Monte Carlo Path Tracing
Introduces Monte Carlo integration, importance sampling, and the rendering equation. Students build a unidirectional path tracer with direct and indirect illumination.
Lesson 3 • Denoising and Hybrid Rendering
Covers temporal accumulation, AI-based denoising, and rasterization-ray tracing hybrids. Connects offline path tracing quality to real-time feasibility.
Lesson 4 • Ray Casting Fundamentals
Derives ray-sphere, ray-triangle, and ray-AABB intersection tests from first principles. Establishes the core primitive operations used in all ray tracing algorithms.
Lesson 5 • Acceleration Structures
Covers BVH construction, SAH splitting, and kd-tree traversal for fast ray queries. Reduces intersection complexity from linear to logarithmic scene scale.
Chapter 8HideHide detailsSee detailsAdvanced Rendering Techniques
Advanced Rendering Techniques
Lesson 1 • Level of Detail and Culling
Introduces LOD switching, mesh simplification, frustum culling, and occlusion culling. Maintains frame rate by reducing geometry processed per frame.
Lesson 2 • Screen-Space Effects
Implements SSAO, SSR, and SSGI using depth and normal buffers from the G-buffer. Adds global illumination approximations at low computational cost.
Lesson 3 • Deferred Rendering Pipeline
Constructs a G-buffer with position, normal, albedo, and material channels for deferred shading. Decouples geometry and lighting passes to support many dynamic lights.
Lesson 4 • Procedural and Terrain Rendering
Covers noise-based terrain generation, tessellation shaders, and clipmap LOD for large terrains. Integrates procedural techniques into the advanced rendering pipeline.
Lesson 5 • Post-Processing Pipeline
Covers tone mapping, bloom, depth of field, and motion blur as full-screen passes. Students chain post-process effects in a correct order for cinematic output.
Your valid completion certificate
This course is for you:
Software developers curious about how 3D graphics actually work under the hood.
Computer science students wanting to specialize in rendering or GPU engineering.
Game developers who rely on engines but want to understand what runs beneath them.
Self-taught programmers ready to move beyond tutorials into rigorous technical depth.
Visual effects artists seeking to understand the math behind the tools they use.
Career changers from adjacent fields like embedded systems or scientific computing.
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