Intermediate level Computer Graphics and 3D

GLSL, Post-Processing and the Real-Time Rendering Pipeline

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.

  • 44hours of work
  • 12parts
  • Reviewedcapstone
  • Lifetimeaccess
  • GLSL shaders
  • Procedural graphics
  • Lighting models
  • Physically based rendering
  • Post-processing
  • GPU debugging and profiling

At a glance

Who it is for

Developers who can build Three.js or WebGL scenes and want to understand and control what the GPU does, for game graphics, creative coding, visualisation and rendering roles.

Before you start

The beginner programme in this track or equivalent: vectors, matrices, coordinate spaces, the graphics pipeline and basic Three.js scenes. JavaScript or TypeScript fluency. No previous shader experience is required.

How you finish

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

  1. 01Write correct vertex and fragment shaders in GLSL and pass uniforms, attributes and textures to them
  2. 02Create procedural patterns, noise, distortions and signed distance function shapes entirely in the fragment shader
  3. 03Implement Lambert, Blinn-Phong, normal mapping and shadow mapping from the equations
  4. 04Explain and implement the core of physically based rendering and image-based lighting
  5. 05Build render-to-texture, post-processing and multi-pass pipelines and diagnose rendering performance

Curriculum 44 hours in 12 parts

Select a kind to highlight its parts.

Stage 1A gallery of eight shader effects with a custom material toolkit5 parts · 15 h
  1. 1
    Shaders and GLSL: programs that run on the GPUWorkshop · Follow along and build, with the steps and the traps written out.
    2 hFree
  2. 2
    Procedural graphics: patterns, noise, signed distance functions and raymarchingWorkshop · Follow along and build, with the steps and the traps written out.
    3 h
  3. 3
    Vertex shaders, displacement, attributes and custom materials in Three.jsWorkshop · Follow along and build, with the steps and the traps written out.
    3 h
  4. 4
    Check yourself: GLSL, procedural graphics and vertex shadersQuiz · Twelve questions, marked at once, with the reason behind each answer.
    1 h
  5. 5
    A gallery of eight shader effects with a custom material toolkitLab · Hands-on work. Many labs are checked automatically against what must exist.
    6 h
Stage 2A mini rendering engine with PBR, shadows, IBL and a post-processing stack5 parts · 16 h
  1. 6
    Lighting: diffuse, specular, normal mapping and shadow mapping from the equationsWorkshop · Follow along and build, with the steps and the traps written out.
    3 h
  2. 7
    Physically based rendering: BRDFs, energy conservation and image-based lightingWorkshop · Follow along and build, with the steps and the traps written out.
    3 h
  3. 8
    Check yourself: lighting models, shadows and physically based renderingQuiz · Twelve questions, marked at once, with the reason behind each answer.
    1 h
  4. 9
    Render pipelines: framebuffers, post-processing, deferred shading and GPU performanceWorkshop · Follow along and build, with the steps and the traps written out.
    3 h
  5. 10
    A mini rendering engine with PBR, shadows, IBL and a post-processing stackLab · Hands-on work. Many labs are checked automatically against what must exist.
    6 h
Stage 3Render targets, post-processing and GPU performance1 part · 1 h
  1. 11
    Check yourself: render targets, post-processing and GPU performanceQuiz · Twelve questions, marked at once, with the reason behind each answer.
    1 h
FinishCapstone project1 part · 12 h
  1. 12
    A real-time rendering showcase with a custom renderer feature and a technical reportCapstone · A full project for your portfolio.
    12 h
Free lessonShaders and GLSL: programs that run on the GPU
What you take away

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 44 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 44 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
More in Computer Graphics and 3D

Keep building.

3 programmes in this track, from beginner to expert. Buy the learning path and save 15%.

BeginnerBeginner43 h 2D Canvas, Graphics Maths and Your First 3D Scenes with Three.js

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
Rs. 249 + GST
ExpertExpert46 h 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.

  • Path tracing and Monte Carlo methods
  • Acceleration structures
  • Importance sampling
Rs. 999 + GST

See all 3 programmes in Computer Graphics and 3D Take the placement test

Before you enrol

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. 765.82 including GST. Lifetime access. Read the first lesson free before you decide.