Graphics, engine and tools engineers who know shaders and PBR and want to build physically based offline and real-time renderers and understand the algorithms behind modern engines and film renderers.
Ray Tracing, Path Tracing, GPU Compute and Real-Time Global Illumination
Build renderers that solve the rendering equation: CPU path tracing with Monte Carlo integration, importance sampling and acceleration structures, then real-time engineering with WebGPU compute, GPU ray tracing concepts, virtualised geometry, global illumination, denoising and profiling.
- 46hours of work
- 12parts
- Reviewedcapstone
- Lifetimeaccess
- Path tracing and Monte Carlo methods
- Acceleration structures
- Importance sampling
- WebGPU compute
- Real-time global illumination
- Denoising and temporal techniques
- GPU profiling
At a glance
The intermediate programme in this track or equivalent: GLSL or WGSL shaders, the PBR microfacet model, image-based lighting, shadow mapping and multi-pass pipelines. Solid linear algebra, calculus and probability at first-year university level. Comfortable in Rust, C++ or TypeScript for performance-sensitive code.
Pass the quizzes and labs, then submit a capstone project. The NIBVEDA team reviews it and either accepts it or sends it back with comments you can act on.
What you will be able to do
- 01Implement a path tracer with Monte Carlo integration, multiple importance sampling, a BVH and a physically based material model
- 02Derive and apply importance sampling for BRDFs, lights and environment maps and reason about variance and bias
- 03Design WebGPU compute pipelines for culling, simulation, light clustering and screen-space and voxel-based global illumination
- 04Explain and implement denoising, temporal reprojection and reservoir-based resampling at the level used in real-time ray tracing
- 05Profile and optimise a renderer at the GPU architecture level with a documented methodology
Curriculum 46 hours in 12 parts
Select a kind to highlight its parts.
Stage 1A validated, parallel path tracer with BVH, MIS and PBR materials5 parts · 15 h
- 1Light transport: from the rendering equation to a ray tracerWorkshop · Follow along and build, with the steps and the traps written out.2 hFree
- 2Monte Carlo integration, importance sampling and multiple importance samplingWorkshop · Follow along and build, with the steps and the traps written out.3 h
- 3Acceleration structures, materials and a full path tracerWorkshop · Follow along and build, with the steps and the traps written out.3 h
- 4Check yourself: light transport, Monte Carlo and acceleration structuresQuiz · Twelve questions, marked at once, with the reason behind each answer.1 h
- 5A validated, parallel path tracer with BVH, MIS and PBR materialsLab · Hands-on work. Many labs are checked automatically against what must exist.6 h
Stage 2A WebGPU hybrid renderer with GPU culling, temporal GI and a denoiser5 parts · 16 h
- 6WebGPU compute, GPU ray tracing and wavefront path tracingWorkshop · Follow along and build, with the steps and the traps written out.3 h
- 7Real-time global illumination, ReSTIR and denoisingWorkshop · Follow along and build, with the steps and the traps written out.3 h
- 8Check yourself: GPU path tracing, global illumination and denoisingQuiz · Twelve questions, marked at once, with the reason behind each answer.1 h
- 9GPU-driven rendering, virtualised geometry and profiling at the architecture levelWorkshop · Follow along and build, with the steps and the traps written out.3 h
- 10A WebGPU hybrid renderer with GPU culling, temporal GI and a denoiserLab · Hands-on work. Many labs are checked automatically against what must exist.6 h
Stage 3GPU-driven rendering, virtualised geometry and profiling1 part · 1 h
- 11Check yourself: GPU-driven rendering, virtualised geometry and profilingQuiz · Twelve questions, marked at once, with the reason behind each answer.1 h
FinishCapstone project1 part · 14 h
- 12An original rendering system with a validated reference path tracer, a real-time renderer and a research-grade reportCapstone · A full project for your portfolio.14 h
An internship certificate with your skills on it.
Made for you automatically when you finish the last part, it names the internship programme, the level and the 46 hours, lists what you showed, and carries a number and a QR code. Anyone can check it on the NIBVEDA verification page, and it shows as withdrawn there if it is ever revoked.
- Proof you completed all 46 hours of this internship programme
- An Internship badge for your profile, CV or portfolio
- Not a job, a stipend or an academic degree, and it says so
Keep building.
3 programmes in this track, from beginner to expert. Buy the learning path and save 15%.
Go beneath the library: write vertex and fragment shaders in GLSL, create procedural effects with noise and signed distance functions, implement diffuse, specular, normal-mapped and shadowed lighting, understand physically based rendering and image-based lighting, and build post-processing and render-to-texture pipelines.
- GLSL shaders
- Procedural graphics
- Lighting models
Learn how computer graphics works by making things move on screen: drawing and animating on the 2D canvas, the vectors and matrices behind every transformation, the 3D pipeline, and building interactive 3D scenes with Three.js including lights, materials, textures and models.
- Canvas 2D
- Vectors and matrices
- Graphics pipeline
See all 3 programmes in Computer Graphics and 3D Take the placement test
Quick answers.
The policies have the full detail.
Is this a real internship?
It is a virtual internship programme: a structured, self-paced course built around a real project, with checked assessments and a certificate. It is not employment, it does not carry a stipend and it is not an academic or AICTE-approved qualification. What it gives you is verified, project-based evidence of skills.
How does self-paced work?
You start when you like and move at your own speed. Each part unlocks when you finish the one before it. There are no live classes and no deadlines. Your access is shown on each programme page.
How is my work checked?
Quizzes are marked as soon as you submit them. Labs use a tick-list of tasks. Intermediate and Expert programmes finish with a capstone that the NIBVEDA team reviews and either accepts or sends back with comments.
Can I get a refund?
Please read the refund policy before you buy. It explains when a refund is possible.
Ready to start?
Rs. 1,178.82 including GST. Lifetime access. Read the first lesson free before you decide.