A self-contained series for learning how modern real-time and offline rendering actually works — from the ground up, with full explanations and working code at every step.
Who is this for? Developers who want to understand how game engines render scenes, how shaders are written, and how modern graphics APIs work — starting from zero.
Where to Start
Follow the four topics below in order. Each one builds on the previous.
Topic 1 → Topic 2 → Topic 3 → Topic 4
If you already know one topic, skip it and continue from where you are.
What you will learn: How modern game engines shade surfaces to look physically realistic.
PBR is the standard shading model used by Godot, Unreal Engine, Unity, and Blender. Understanding it explains why materials look the way they do and how to author correct textures.
Topics covered:
Why old Phong shading breaks down and what PBR fixes
Energy conservation — the most important rule in rendering
The three PBR parameters: Albedo, Roughness, Metallic
The Cook-Torrance BRDF — the math behind specular highlights
Fresnel effect — why all surfaces become mirrors at grazing angles
A complete PBR fragment shader in GLSL with every line explained
Recommended for: Anyone who works with materials in a game engine or wants to write custom shaders.
What you will learn: The mathematical formula that every renderer — game engine, path tracer, offline renderer — is solving.
Written by James Kajiya in 1986, the rendering equation is the foundation of all physically-based rendering. Once you understand it, path tracing, PBR, and global illumination all make sense.
Topics covered:
What the rendering equation computes and why it matters
Every term explained in plain language: outgoing radiance, emission, the BRDF, incoming radiance, and Lambert’s cosine law
Why the equation is recursive — and why that makes it hard to solve
How path tracing uses Monte Carlo integration to solve it
Russian Roulette — how path tracers terminate rays without introducing bias
The full algorithm written as GLSL code
Recommended for: Anyone who wants to understand WHY PBR and path tracing work, not just how to use them.
What you will learn: How to render 3D scenes using Signed Distance Functions (SDFs) — entirely in a browser, with no GPU pipeline setup required.
Ray marching is the most accessible entry point into writing real-time 3D graphics from scratch. You can run and experiment with every example on Shadertoy immediately.
Topics covered:
What a Signed Distance Function is and how it describes geometry mathematically
The sphere tracing algorithm — how to safely step along a ray without overshooting
What you will learn: How the GPU hardware works, and how Vulkan gives you direct control over it.
Vulkan is the modern cross-platform graphics API used by game engines like Godot 4 and game titles like Doom Eternal. Understanding the GPU and Vulkan is essential for anyone building a custom renderer.
Topics covered:
Why GPUs have thousands of simple cores instead of a few fast ones
Warps and lockstep execution — how thousands of shader threads run simultaneously
After completing this series, the natural progression is PathTracer Learning — a deep dive into building a full GPU path tracer using Vulkan ray tracing, BVH acceleration structures, and advanced techniques like ReSTIR and denoising.
Related Reference Pages
Advanced Graphics — Vulkan, DirectX 12, Metal, and WebGPU full API reference