Program
History and progress transfer
Session summary
Homework — optional, outside the timer
Theory of all steps of the program by blocks. Open a topic to read it.
How a session goes
A session is 10–90 minutes: a warm-up on what you've learned, new steps with short theory and problems, practice. Each problem gives two tries: 100 points on the first, 60 on the second; after the second mistake the correct answer is shown. You move on in the program if 70 % of the problems are solved.
Problems with numbers are generated anew every time a step is repeated. A fractional answer can be entered with a comma, a point or as a fraction: 0,5, 0.5, 1/2. In Practice any topic is available without a timer.
About the course
A set of recipes: image processing, an audio visualizer, toon style and hatching, particles, water, fluid, fog, clouds and fire, bloom and depth of field — post-processing as in games.
Course program: 38 lessons
Image processing
- Blur
- Sobel edges
- Color grading
- Dithering
- Pixel art and CRT
- Checkpoint: image processing
Audio visualizer
- Spectrum bars
- A circular visualizer
- Checkpoint: audio visualizer
Stylization
- Toon lighting
- Outline
- Hatching
- Checkpoint: stylization
GPU particles
- Memoryless particles
- Fireworks
- Snow from cells
- Particles with memory
- Checkpoint: particles
Water
- Gerstner waves
- Water color
- Caustics
- Checkpoint: water
Fluid: stable fluids
- Moving dye
- Spreading
- Velocity from noise (curl)
- Fluid: practice
- Checkpoint: fluid
Clouds, fog, fire
- Fog
- A volumetric cloud
- Fire
- Volumes: practice
- Checkpoint: clouds, fog, fire
Game-grade post-processing
- Bloom
- Vignette and aberration
- Depth of field
- SSAO and deferred rendering
- Post-processing: practice
- Checkpoint: post-processing