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Founded by passionate advocates of learning and innovation, Learni set out to make professional training accessible to everyone, everywhere in the world. Our team works in the largest cities such as Paris, Lyon, Marseille, and internationally, to support talents and organizations in their skills development.
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The Training HLSL 2026 - Creating High-Performance 3D Shaders training is delivered in-person or remotely (blended-learning, e-learning, virtual classroom, remote in-person). At Learni, a Qualiopi-certified training organization, each program is designed to maximize skills acquisition, regardless of the training mode chosen.
The trainer alternates between demonstrative, interrogative, and active methods (through practical exercises and/or real-world scenarios). This pedagogical approach ensures concrete and directly applicable learning in the workplace.
To ensure the quality of the Training HLSL 2026 - Creating High-Performance 3D Shaders training, Learni provides the following teaching resources:
For in-house training at a location external to Learni, the client ensures and commits to having all necessary teaching materials (IT equipment, internet connection...) for the proper conduct of the training action in accordance with the prerequisites indicated in the communicated training program.
The assessment of skills acquired during the Training HLSL 2026 - Creating High-Performance 3D Shaders training is carried out through:
Learni is committed to the accessibility of its professional training programs. All our training programs are accessible to people with disabilities. Our teams are available to adapt teaching methods to your specific needs. Do not hesitate to contact us for any accommodation request.
Learni training programs are available for inter-company and intra-company settings, both in-person and remote. Registration is possible up to 48 business hours before the start of training. Our programs are eligible for OPCO, Pôle emploi, and FNE-Formation funding. Contact us to discuss your training project and funding possibilities.
Discovery of the HLSL 2026 environment via DirectX 12, installation of tools like Visual Studio and FXC compiler, writing first simple vertex shaders for position transformations, exploration of C++-inspired syntax with vector and matrix types, practical exercises on basic 3D object rendering, creation of a testable red thread shader in real-time, immediate feedback from the trainer to consolidate professional skills.
Deep dive into pixel shaders for diffuse and specular lighting calculations using advanced Phong models, implementation of texturing via UV sampling and 2D maps, manipulation of output registers for final colors, practical cases on dynamically lit spheres, early GPU instruction optimization, interactive development of matte and shiny effects on imported models, production of an impressive visual deliverable with live debugging.
Complete construction of a rendering pipeline with HLSL 2026, seamless connection between vertex, hull, domain, and pixel stages, management of semantic inputs like POSITION and TEXCOORD, experimentation with tessellation for detailed geometries, exercises on real-time mesh deformation, integration into a DirectX rendering loop, creation of an evolving procedural terrain effect, immediate valorization of enterprise graphics development skills.
Mastery of dynamic shadow techniques via shadow mapping in HLSL 2026, depth calculation and PCF comparison for soft anti-aliasing, implementation of post-processing like bloom for realistic glow, chaining of render-to-texture passes, practical cases on complex scenes with multiple lights, optimization of GPU kernels for 60 FPS fluidity, creation of a stunning interactive demo, preparation for certified video game projects.
Shader performance analysis with tools like RenderDoc and GPU profiler, reduction of unnecessary instructions and conditional branching, integration of HLSL into Unity via custom shader graphs, deployment in standalone DirectX for professional validation, exercises on optimizing a heavy scene, finalization of the red thread project with portfolio-ready assets, collective code review and post-training action plan for lasting enterprise skills.
Target audience
Graphic developers, video game programmers, 3D artists seeking to upskill
Prerequisites
Basic C++ programming knowledge and fundamentals of 3D rendering
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