
Advanced Computer Graphics with C# and.NET Course
Master advanced computer graphics from 2D pixel manipulation to physically based 3D rendering using C# and .NET. You'll implement DirectX 11 pipelines, write HLSL shaders, and optimize GPU performance with industry-proven techniques. This course takes you from foundational math to production-ready rendering systems — built entirely in C#.
What you will learn:
Configure a DirectX 11 device, swap chain, and HLSL shader pipeline in C# using SharpDX.
Build a hierarchical 3D scene graph with quaternion rotations and MVP matrix transforms.
Implement a physically based rendering pipeline with Cook-Torrance BRDF and image-based lighting.
Apply advanced shader techniques including shadow mapping, deferred shading, and screen-space post-processing.
Optimize real-time rendering performance through GPU profiling, draw call batching, and occlusion culling.
Develop a reusable image-processing library using convolution kernels, morphological operations, and FFT filters.
How you study in practice Advanced Computer Graphics with C# and.NET Course
How you practise Advanced Computer Graphics with C# and.NET 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 detailsC# and .NET Graphics Foundations
C# and .NET Graphics Foundations
Lesson 1 • Setting Up the Development Environment
Install Visual Studio, .NET SDK, and graphics libraries needed for the course. Proper setup prevents toolchain errors in all subsequent chapters.
Lesson 2 • Color Models and Pixel Manipulation
Explain RGB, ARGB, HSL, and linear color spaces with C# structs. Direct pixel access via BitmapData prepares students for image-processing chapters.
Lesson 3 • Rendering Primitive Shapes
Draw lines, rectangles, ellipses, and polygons using System.Drawing and SkiaSharp. Exercises reinforce coordinate systems and basic paint objects.
Lesson 4 • C# Syntax Essentials for Graphics
Cover variables, control flow, classes, and generics as applied to graphics code. These constructs underpin every rendering algorithm in the course.
Lesson 5 • Understanding the .NET Graphics Stack
Map the layers from managed C# code down to native GPU calls. Students identify where GDI+, SkiaSharp, and DirectX fit in the stack.
Chapter 2HideHide detailsSee details2D Rendering and Transformation Math
2D Rendering and Transformation Math
Lesson 1 • Affine Transformations in C#
Apply System.Drawing.Drawing2D.Matrix and SkiaSharp SKMatrix to scene objects. Students manipulate the graphics state stack for nested transforms.
Lesson 2 • Clipping, Culling, and Dirty Regions
Use clipping rectangles and region-based invalidation to optimize 2D redraws. These techniques reduce CPU load in complex interactive scenes.
Lesson 3 • Vectors and Coordinate Systems
Define 2D vectors, dot products, and perpendiculars with C# structs. Vector math is the foundation for all transform and collision calculations ahead.
Lesson 4 • Matrix Math for 2D Transforms
Introduce 3x3 homogeneous matrices for translation, rotation, and scale. Students compose transform chains and understand matrix multiplication order.
Lesson 5 • Sprite Animation and Frame Timing
Implement sprite sheets, frame sequencing, and delta-time animation loops. Consistent frame timing ensures smooth motion across different hardware.
Chapter 3HideHide detailsSee detailsImage Processing and Filters
Image Processing and Filters
Lesson 1 • Morphological Operations
Perform erosion, dilation, opening, and closing on binary and grayscale images. These operations support shape analysis and noise removal tasks.
Lesson 2 • Bitmap Access Patterns and Performance
Compare GetPixel, LockBits, and unsafe pointer access for throughput. Choosing the right access pattern is critical before implementing any filter.
Lesson 3 • Point Operations and Color Adjustments
Apply brightness, contrast, gamma, and channel-mixing transforms pixel by pixel. Lookup tables accelerate repeated point operations significantly.
Lesson 4 • Frequency Domain Processing
Apply the Fast Fourier Transform to images for frequency-based filtering. Students implement low-pass and high-pass filters in the frequency domain.
Lesson 5 • Convolution Kernels and Spatial Filters
Implement blur, sharpen, edge-detect, and emboss via 2D convolution. Students write a generic kernel engine that accepts any NxN matrix.
Chapter 4HideHide detailsSee details3D Math and Scene Representation
3D Math and Scene Representation
Lesson 1 • 3D Vectors and the Cross Product
Define Vector3 operations including cross product, normalization, and projection. These primitives underlie lighting, physics, and camera calculations.
Lesson 2 • 4x4 Matrices and 3D Transforms
Construct model, view, and projection matrices using homogeneous 4x4 math. Students understand the MVP pipeline that every 3D renderer uses.
Lesson 3 • Scene Graph Design and Implementation
Build a node-based scene graph with parent-child transform inheritance. The graph structure organizes all 3D objects in chapters that follow.
Lesson 4 • Quaternions for Rotation
Represent 3D rotations with quaternions to avoid gimbal lock. Students implement SLERP interpolation for smooth camera and object animation.
Lesson 5 • Bounding Volumes and Spatial Queries
Implement AABB, OBB, and bounding spheres for fast spatial queries. Efficient culling and collision detection depend on these structures.
Chapter 5HideHide detailsSee detailsDirectX 11 Rendering with SharpDX
DirectX 11 Rendering with SharpDX
Lesson 1 • Texturing and Sampler States
Load images into shader resource views and configure sampler filtering modes. Proper texture setup enables realistic surface detail on 3D meshes.
Lesson 2 • DirectX 11 Device and Swap Chain Setup
Create a D3D11 device, device context, and swap chain targeting a WinForms or WPF window. This initialization pattern is reused in every DirectX project.
Lesson 3 • Lighting Models in HLSL
Implement ambient, diffuse, and specular lighting using Phong and Blinn-Phong models. Students extend the pixel shader to support multiple light sources.
Lesson 4 • HLSL Shader Programming
Write vertex and pixel shaders in HLSL, compile them at runtime, and bind constant buffers. Shaders control every visual effect in the DirectX pipeline.
Lesson 5 • Vertex Buffers and Input Layouts
Define vertex structures, upload geometry to GPU buffers, and configure input layouts. Correct buffer setup is prerequisite to any draw call.
Chapter 6HideHide detailsSee detailsAdvanced Shader Techniques
Advanced Shader Techniques
Lesson 1 • Shadow Mapping Techniques
Render a depth map from the light's perspective and compare depths in the pixel shader. PCF and PCSS filtering reduce aliasing on shadow edges.
Lesson 2 • Screen-Space Post-Processing Effects
Apply SSAO, bloom, tone mapping, and FXAA as full-screen quad passes. Post-processing transforms raw renders into polished, cinematic images.
Lesson 3 • Deferred Shading Pipeline
Store geometry attributes in a G-buffer and evaluate lighting in a screen-space pass. Deferred shading scales efficiently with large numbers of dynamic lights.
Lesson 4 • Compute Shaders for GPU Parallelism
Dispatch compute shaders for particle simulation, image processing, and data reduction. Compute shaders unlock GPU parallelism beyond the rasterization pipeline.
Lesson 5 • Normal and Parallax Mapping
Perturb surface normals using tangent-space normal maps for high-frequency detail. Parallax occlusion mapping adds depth illusion without extra geometry.
Chapter 7HideHide detailsSee detailsReal-Time Rendering Optimization
Real-Time Rendering Optimization
Lesson 1 • Memory and Bandwidth Optimization
Compress textures, pack vertex attributes, and manage resource heaps to cut bandwidth. Bandwidth limits are the dominant bottleneck on modern GPUs.
Lesson 2 • Occlusion and Frustum Culling
Eliminate invisible geometry before submission using CPU and GPU culling passes. Culling is the highest-leverage optimization in dense scenes.
Lesson 3 • Draw Call Reduction Strategies
Apply instancing, geometry batching, and indirect drawing to cut draw call overhead. Fewer draw calls directly reduce CPU driver overhead per frame.
Lesson 4 • Level of Detail Systems
Switch mesh and shader complexity based on screen-space size or distance. LOD systems maintain visual quality while reducing GPU vertex load.
Lesson 5 • Profiling and Bottleneck Identification
Use GPU profilers, PIX, and RenderDoc to locate CPU and GPU stalls. Accurate profiling data must precede any optimization effort.
Chapter 8HideHide detailsSee detailsPhysically Based Rendering in C#
Physically Based Rendering in C#
Lesson 1 • PBR Theory and Material Model
Explain microfacet theory, energy conservation, and the Cook-Torrance BRDF. Understanding the physics ensures correct material parameter choices.
Lesson 2 • Area Lights and Light Probes
Approximate rectangular and spherical area lights using LTC and light probe grids. Area lights add soft, realistic illumination to interior scenes.
Lesson 3 • PBR Shader Implementation
Translate Cook-Torrance equations into HLSL with metallic, roughness, and AO maps. The shader integrates with the deferred pipeline built in Chapter 6.
Lesson 4 • Tone Mapping and Color Grading
Convert HDR linear light values to display-referred output using ACES and Reinhard operators. Color grading LUTs apply artistic intent after tone mapping.
Lesson 5 • Image-Based Lighting
Precompute diffuse irradiance and specular radiance maps from HDR environment maps. IBL provides realistic ambient lighting without costly ray tracing.
Your valid completion certificate
This course is for you:
C# developers: eager to move beyond business apps into graphics programming.
Game developers: wanting low-level DirectX knowledge instead of engine abstractions.
Software engineers: transitioning into simulation, visualization, or game tooling roles.
Computer science students: ready to apply math coursework to real rendering systems.
Technical artists: seeking deeper shader and pipeline knowledge through C# code.
Hobbyist programmers: passionate about building their own 3D renderer from scratch.
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