Master'sDesign, HMI & Product Applications open

Master’s in Photorealistic Render Engineering and Real-Time Visualisation

Online master's programme of 1,900 hours in photorealistic rendering engineering and real-time visualisation. 12 modules covering light transport, physically based materials, ACES colour management, real-time rasterisation and ray tracing, offline render engines, optimisation, reality capture and neural rendering, with an assigned technical tutor.

Duration1900 h
ModeOnline
LanguageEnglish
Start datesSet by the faculty
AwardSEIUM Institute diploma
Virtual lab · try it before you enrol

Take the controls.

Run a real engineering trade-off from this programme. Move the sliders, watch the model react in real time and beat the challenge.

SIM · LIVE ●
Learning outcomes

What you will be able to do

01

Explain light transport and the rendering equation.

02

Develop physically correct materials using microfacet models.

03

Manage colour, exposure and HDR with ACES workflows.

04

Programme shaders and real-time rasterisation techniques.

05

Apply real-time ray tracing with denoising and super-resolution.

06

Optimise scenes for performance in VR and on mobile devices.

07

Integrate reality capture and neural rendering into production.

Profile

Who it's for

  • Lighting and rendering artists aiming to master physically based rendering and real-time visualisation.
  • Graphics programmers who write shaders and rendering pipelines.
  • Real-time visualisation specialists in automotive, architecture or video games.
  • Technical artists bridging art and engineering in production teams.
  • Virtual production specialists working with LED walls and game engines.
  • Render engine developers looking to deepen their knowledge of light transport and GPU techniques.
  • Engineering or science graduates seeking to move into the automotive sector.
Standards & tools

What you'll work with

  • SMPTE ST 2065-1 (ACES) (Academy Color Encoding System)
  • ITU-R BT.2100 (HDR television image parameters)
  • IEC 61966-2-1 (sRGB) (default RGB colour space)
  • ISO 3664:2009 (viewing conditions for graphic technology and photography)
  • ITU-R BT.709 (HDTV image parameters)
  • ISO 22028-1:2016 (extended colour encodings for digital image storage)
  • ISO/IEC 12113:2022 (glTF 2.0) (3D asset transmission format)
  • Unreal Engine
  • Blender
  • Chaos V-Ray
  • Autodesk Arnold
  • RenderDoc
Syllabus

12 modules · 1900 h

  1. 1.1Radiometry: radiance and irradiance
  2. 1.2Kajiya's rendering equation
  3. 1.3Monte Carlo integration and sampling
  4. 1.4Importance sampling and MIS
  5. 1.5Global illumination and diffuse bounces
  6. 1.6Caustics and photon mapping
  7. 1.7Participating and volumetric media
  8. 1.8Subsurface scattering in translucent materials
  9. 1.9Spectral versus RGB rendering
  10. 1.10Lab: minimal path tracer in Python
  1. 2.1GGX and Cook-Torrance microfacets
  2. 2.2Energy conservation and Fresnel
  3. 2.3Metalness versus specular workflow
  4. 2.4Clearcoat varnish layers
  5. 2.5Anisotropy in brushed metals
  6. 2.6Transmissive materials and refraction
  7. 2.7Fabrics and the sheen model
  8. 2.8BRDF measurement with a gonioreflectometer
  9. 2.9Measured and tabulated materials
  10. 2.10Practical: skin material with subsurface scattering
  1. 3.1Physical camera model
  2. 3.2Exposure, ISO and virtual shutter
  3. 3.3Depth of field and bokeh
  4. 3.4Motion blur
  5. 3.5Linear colour spaces
  6. 3.6Tone mapping and ACES transforms
  7. 3.7Colour management with OCIO
  8. 3.8Dynamic range and HDR10
  9. 3.9Monitor calibration
  10. 3.10Workshop: end-to-end ACES colour pipeline
  1. 4.1The GPU graphics pipeline
  2. 4.2Vertex, pixel and compute shaders
  3. 4.3Deferred and forward rendering
  4. 4.4Shadows with cascaded shadow maps
  5. 4.5SSAO and GTAO ambient occlusion
  6. 4.6Screen-space reflections
  7. 4.7TAA and MSAA antialiasing
  8. 4.8Baked lighting and lightmaps
  9. 4.9Light and irradiance probes
  10. 4.10Lab: PBR shader in HLSL
  1. 5.1BVH acceleration structures
  2. 5.2DXR and Vulkan Ray Tracing APIs
  3. 5.3Ray-traced reflections and shadows
  4. 5.4Real-time global illumination
  5. 5.5Spatio-temporal sample denoising
  6. 5.6DLSS and FSR super-resolution
  7. 5.7Real-time path tracing
  8. 5.8Ray budget per pixel
  9. 5.9RT core architecture
  10. 5.10Practical: ray-traced reflections in Unreal
  1. 6.1Arnold and its integrator
  2. 6.2V-Ray in product visualisation
  3. 6.3Blender Cycles and its nodes
  4. 6.4Redshift and GPU rendering
  5. 6.5CPU versus GPU performance comparison
  6. 6.6Distributed network rendering
  7. 6.7Sample and noise settings
  8. 6.8Light linking and passes
  9. 6.9Multilayer EXR format
  10. 6.10Workshop: engine comparison on a single scene
  1. 7.1Product studio lighting
  2. 7.2Exterior scenes with a physical sky
  3. 7.3Integration onto photographic backplates
  4. 7.4Capturing HDRIs matched to backgrounds
  5. 7.5Imperfections, dust and wear
  6. 7.6Believable scale and proportion
  7. 7.7Art direction of the image
  8. 7.8Analysis of photographic references
  9. 7.9Photographic composition and framing
  10. 7.10Practical: integrating a vehicle into a backplate
  1. 8.1GPU profiling with RenderDoc and Nsight
  2. 8.2Video memory management
  3. 8.3Draw calls and instancing
  4. 8.4Virtual textures and streaming
  5. 8.5Virtualised geometry and automatic LOD
  6. 8.6Shader compilation and caching
  7. 8.7Virtual reality requirements at 90 Hz
  8. 8.8Rendering on mobile platforms
  9. 8.9Performance budgets per scene
  10. 8.10Lab: optimising a scene to 60 fps
  1. 9.1Photogrammetry of objects and environments
  2. 9.2Terrestrial laser scanning
  3. 9.3Material scanning with structured light
  4. 9.4Lighting capture with probes
  5. 9.5Representation with Gaussian splatting
  6. 9.6Neural radiance fields
  7. 9.7Cleaning and retopology of captures
  8. 9.8Integrating captures into engines
  9. 9.9Rights for capturing spaces
  10. 9.10Case study: digitising a museum for real time
  1. 10.1OIDN and OptiX neural denoisers
  2. 10.2AI temporal super-resolution
  3. 10.3Intermediate frame generation
  4. 10.4Compressed neural materials
  5. 10.5Depth-guided diffusion
  6. 10.6Relighting with neural networks
  7. 10.7AI texture synthesis
  8. 10.8Artefacts and quality assessment
  9. 10.9Ethics of synthetic imagery
  10. 10.10Workshop: neural denoiser in a path tracer
  1. 11.1Real-time architectural visualisation
  2. 11.2Automotive configurators
  3. 11.3Consumer product packshots
  4. 11.4Virtual production with LED walls
  5. 11.5Video game graphics
  6. 11.6Training simulators
  7. 11.7Synthetic data for computer vision
  8. 11.8Visualisation of engineering results
  9. 11.9Volumetric medical visualisation
  10. 11.10Case study: virtual production of a commercial
  1. 12.1Definition of the visual objective
  2. 12.2Analysis of real references
  3. 12.3Modelling and scene preparation
  4. 12.4Development of materials and textures
  5. 12.5Lighting and physical camera
  6. 12.6Production of the final render
  7. 12.7Optimisation of render times or fps
  8. 12.8Perceptual evaluation of realism
  9. 12.9Master's Thesis report
  10. 12.10Master's Thesis: defence before a panel
Methodology, software & labs

How you'll learn

Training is 100% online on the SEIUM campus, with downloadable material, recorded classes and an assigned technical tutor. There are no fixed timetables: you progress at your own pace within each intake, so the programme is compatible with full-time work.

Each module combines theory, guided reading of the original standard and applied exercises. The working software is Unreal Engine, Blender, Chaos V-Ray, Autodesk Arnold and RenderDoc, in free, academic or evaluation versions. Testing is studied through real procedures: comparing renders with reference photographs, performance profiling of real-time scenes and perceptual evaluation of realism with observers. Assessment is continuous by module, plus the final Master's Thesis.

Standards covered: SMPTE ST 2065-1 (ACES), ITU-R BT.2100, IEC 61966-2-1 (sRGB), ISO 3664:2009, ITU-R BT.709, ISO 22028-1:2016, ISO/IEC 12113:2022 (glTF 2.0).

Assigned technical tutor:every module ends with a deliverable that your tutor marks individually.
Standards-based learning:guided reading of SMPTE ST 2065-1 (ACES), ITU-R BT.2100 and IEC 61966-2-1 (sRGB) applied to real cases, not as a theoretical annex.
Industry software:Unreal Engine, Blender, Chaos V-Ray, Autodesk Arnold, RenderDoc, in free, academic or evaluation versions.
Master's Thesis with defence:A complete photorealistic render project, from visual objective to optimised final image, defended before a panel.
Flexible format:100% online, no fixed timetables, compatible with full-time work.
Capstone project

Build it end to end

Your final project follows the real engineering workflow, step by step, reviewed by your tutor.

Light transport foundations
Build a minimal path tracer in Python to master the rendering equation.
ACES colour pipeline
Set up an end-to-end ACES colour pipeline with OCIO.
Real-time ray tracing
Implement ray-traced reflections in Unreal and optimise a scene to 60 fps.
Vehicle backplate integration
Integrate a vehicle into a photographic backplate with matched HDRI lighting.
Master's Thesis
A complete photorealistic render project with perceptual evaluation of realism, defended before a panel.
Career opportunities

Where this takes you

Lighting and rendering artistGraphics programmerReal-time visualisation specialistTechnical artistVirtual production specialistRender engine developer
Admissions & scholarships

Requirements

  • University degree in engineering, science or architecture, or equivalent demonstrable professional experience.
  • Internet connection and a computer capable of running the programme's software.
  • English sufficient to read technical standards.

Ready to start?

Send your application today. Our admissions team replies within 72 hours with your study plan and funding options.

FAQ

Frequently asked questions

The programme totals 1,900 hours over 12–14 months. You set your own pace within each intake, and your tutor helps you plan the workload around your job.

You work with Unreal Engine, Blender, Chaos V-Ray, Autodesk Arnold, RenderDoc, using free, academic or evaluation versions. Your tutor indicates the free alternative wherever one exists.

A SEIUM Institute diploma, awarded on passing the continuous assessment and the Master's Thesis. It is SEIUM's own qualification, not an official state degree; its recognition depends on the programme completed and the regulations of each country.

Yes. Modules passed in a course or postgraduate diploma in the same area are recognised in the higher programme. Ask about the recognition policy when you enrol.

A degree in engineering, science or architecture (or equivalent professional experience), a computer able to run the software and English sufficient to read technical standards.

Start dates are set by SEIUM's faculty for each intake. Our admissions team will confirm the next available date when you apply.

Master’s in Photorealistic Render Engineering and Real-Time VisualisationEnrol
Scroll to Top
SEIUM – Institute of Advanced Engineering
Privacy Overview

This website uses cookies so that we can provide you with the best user experience possible. Cookie information is stored in your browser and performs functions such as recognising you when you return to our website and helping our team to understand which sections of the website you find most interesting and useful.