Master'sMaterials, Manufacturing & Quality Applications open

Master’s in Photorealistic Rendering and Real-Time Visualisation

Online master's programme of 1,900 hours in photorealistic rendering and real-time visualisation: Unreal/KeyShot, PBR materials and executive design review. 12 modules covering light and colour, light transport, PBR shading, lighting and HDRI, offline and GPU rendering, hardware ray tracing, interactive engines, data preparation, XR and post-production, with an assigned technical tutor.

Duration12–14 months
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 field. 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

Understand the physics of light transport and how rendering engines approximate it.

02

Create physically correct PBR materials for different types of surface.

03

Design realistic lighting setups for product, architecture and automotive.

04

Master the offline and real-time engines used in industry.

05

Prepare CAD and scanned geometry for efficient visualisation.

06

Optimise interactive scenes for target hardware and platforms.

07

Deliver images and immersive experiences with professional colour management.

Profile

Who it's for

  • 3D visualisation artists aiming for production-grade photorealism.
  • Look development specialists working on materials and lighting.
  • Real-time experience developers using Unreal Engine or Unity.
  • Technical artists bridging art and rendering technology.
  • 3D configurator specialists in automotive and consumer goods.
  • Visualisation directors leading image and interactive projects.
  • Engineering or science graduates aiming to enter the automotive sector.
Standards & tools

What you'll work with

  • SMPTE ST 2065-1, ACES (Academy Color Encoding System)
  • ITU-R BT.2020 (UHDTV colour space)
  • IEC 61966-2-1, sRGB (default RGB colour space)
  • ITU-R BT.709 (HDTV colour space)
  • ISO/IEC 12113, glTF 2.0 (3D asset transmission format)
  • ISO 12647-2 (offset print colour control)
  • ITU-R BT.2100 (HDR television imaging)
  • Unreal Engine
  • Blender
  • KeyShot
  • V-Ray
  • Adobe Substance 3D Painter
Syllabus

12 modules

  1. 1.1Radiometry and photometry applied to imaging
  2. 1.2sRGB, ACEScg and Rec.2020 colour spaces
  3. 1.3Linear workflow and gamma correction
  4. 1.4Dynamic range, HDR and exposure
  5. 1.5Colour temperature and white balance
  6. 1.6Chromatic adaptation and human perception
  7. 1.7Camera physics: aperture, shutter and ISO
  8. 1.8Depth of field and physical bokeh
  9. 1.9Filmic tone mapping and response curves
  10. 1.10Workshop: monitor calibration and colour management
  1. 2.1Kajiya's rendering equation
  2. 2.2Monte Carlo integration and variance
  3. 2.3Importance sampling and MIS
  4. 2.4Unidirectional path tracing
  5. 2.5Bidirectional path tracing and Metropolis Light Transport
  6. 2.6Noise, convergence and adaptive sampling
  7. 2.7Irradiance caching and global illumination
  8. 2.8Caustics and photon mapping
  9. 2.9Volumetrics and participating media
  10. 2.10Practical: minimal path tracer in Python
  1. 3.1BRDF models: Lambert, Cook-Torrance and GGX
  2. 3.2Metal/roughness and specular/glossiness workflows
  3. 3.3Fresnel, IOR and energy conservation
  4. 3.4Subsurface scattering in skin and waxes
  5. 3.5Anisotropic materials and brushed metals
  6. 3.6Clearcoat and automotive paints
  7. 3.7Normal, displacement and parallax maps
  8. 3.8Procedural node-based texturing
  9. 3.9Material scanning and the AxF format
  10. 3.10Lab: material library in Substance
  1. 4.1Capture and processing of spherical HDRIs
  2. 4.2Three-point studio setup
  3. 4.3Area lights, IES profiles and photometric lights
  4. 4.4Daytime and night-time architectural lighting
  5. 4.5Hosek-Wilkie and Nishita sky models
  6. 4.6Light linking and artistic control
  7. 4.7Virtual reflectors, cutters and cards
  8. 4.8Exposure balance in mixed lighting
  9. 4.9Product packshot lighting
  10. 4.10Case study: virtual studio for a car
  1. 5.1Architecture of V-Ray and Corona
  2. 5.2Arnold in production pipelines
  3. 5.3Cycles and Blender in professional environments
  4. 5.4KeyShot for product visualisation
  5. 5.5Redshift and biased GPU rendering
  6. 5.6Distributed rendering and render farms
  7. 5.7Memory management and out-of-core rendering
  8. 5.8Optimising time per frame
  9. 5.9AOVs, render passes and Cryptomatte
  10. 5.10Practical: product packshot in KeyShot
  1. 6.1Pipeline stages: vertices, raster and fragments
  2. 6.2Shader programming in HLSL and GLSL
  3. 6.3Deferred and forward+ rendering
  4. 6.4Cascaded shadow maps
  5. 6.5SSAO and GTAO ambient occlusion
  6. 6.6Screen-space reflections
  7. 6.7TAA, FXAA and MSAA anti-aliasing
  8. 6.8Vulkan, DirectX 12 and Metal APIs
  9. 6.9Frame profiling with RenderDoc and PIX
  10. 6.10Lab: PBR shader in GLSL
  1. 7.1BVH structures and RT cores
  2. 7.2DXR and Vulkan Ray Tracing
  3. 7.3Ray-traced reflections and shadows
  4. 7.4Dynamic global illumination: Lumen and RTXGI
  5. 7.5Denoising with SVGF and OptiX
  6. 7.6Upscaling: DLSS, FSR and XeSS
  7. 7.7Interactive path tracing
  8. 7.8Ray budget per pixel
  9. 7.9Performance on consoles and PC
  10. 7.10Practical: ray-traced scene in Unreal Engine
  1. 8.1Nanite and virtualised geometry
  2. 8.2Lumen in architecture and interior design
  3. 8.3Unity HDRP and URP
  4. 8.4Interactive product configurators
  5. 8.5Blueprints for interaction logic
  6. 8.6Datasmith and CAD import
  7. 8.7Sequencer and cinematics
  8. 8.8Pixel Streaming and web deployment
  9. 8.9Optimisation for target hardware
  10. 8.10Case study: vehicle configurator
  1. 9.1Tessellation of NURBS CAD into polygon meshes
  2. 9.2Retopology and levels of detail
  3. 9.3UVs, lightmaps and texture atlases
  4. 9.4OpenUSD, glTF and FBX formats
  5. 9.5Photogrammetry and 3D scanning
  6. 9.6Gaussian splatting and NeRF
  7. 9.7Instancing and vegetation scattering
  8. 9.8Asset management and naming conventions
  9. 9.9Mesh and normal validation
  10. 9.10Workshop: CAD-to-Unreal pipeline
  1. 10.1Stereoscopic rendering for headsets
  2. 10.2Foveated rendering and eye tracking
  3. 10.3OpenXR and virtual reality headsets
  4. 10.4Augmented reality with ARKit and ARCore
  5. 10.5Latency, reprojection and comfort
  6. 10.6CAVE rooms and powerwalls
  7. 10.7Collaborative design reviews in VR
  8. 10.8Sustained performance at 90 Hz
  9. 10.9Controller and hand interaction
  10. 10.10Practical: design review in VR
  1. 11.1Compositing in Nuke and Fusion
  2. 11.2Colour grading with ACES
  3. 11.3Lens effects: glare, vignetting and aberration
  4. 11.4Motion blur and defocus in post-production
  5. 11.5Camera animation and turntables
  6. 11.6Delivery codecs: ProRes, EXR and H.265
  7. 11.7Critical assessment of photorealism
  8. 11.8Visualisation project management
  9. 11.9Industry budgets and rates
  10. 11.10Case study: product image campaign
  1. 12.1Scope definition and visual brief
  2. 12.2State of the art and references
  3. 12.3Technical pipeline planning
  4. 12.4Asset and material production
  5. 12.5Look development and lighting
  6. 12.6Interactive version in a game engine
  7. 12.7Performance and quality validation
  8. 12.8Technical project documentation
  9. 12.9Master's Thesis report
  10. 12.10Master's Thesis: defence before a panel
Methodology, software & labs

How you'll learn

100% online training 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, making it compatible with work.

Each module combines theory, guided reading of the original standard and applied exercises. The working software is Unreal Engine, Blender, KeyShot, V-Ray and Adobe Substance 3D Painter, in free, academic or evaluation versions. Cases are studied on real procedures: real-time product configurators, catalogue images without a photo shoot and design reviews in virtual reality. Assessment is continuous by module, plus the final Master's Thesis.

Standards covered: SMPTE ST 2065-1 (ACES), ITU-R BT.2020, IEC 61966-2-1 (sRGB), ITU-R BT.709, ISO/IEC 12113 (glTF 2.0), ISO 12647-2, ITU-R BT.2100.

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.2020 and IEC 61966-2-1 (sRGB) applied to real cases, not as a theoretical annex.
Industry software:Unreal Engine, Blender, KeyShot, V-Ray and Adobe Substance 3D Painter, in free, academic or evaluation versions.
Master's Thesis with defence:a complete visualisation project, from visual brief and asset production to look development and an interactive real-time version, 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.

Build a material library
Create a library of physically correct PBR materials in Substance.
Light a virtual studio
Set up a virtual studio and render a product packshot in KeyShot.
Prepare CAD for real time
Run a CAD-to-Unreal pipeline and build a ray-traced scene.
Develop a configurator
Develop an interactive vehicle configurator and review it in VR.
Master's Thesis
A complete visualisation project with offline imagery and an interactive version, defended before a panel.
Career opportunities

Where this takes you

3D visualisation artistLook development specialistReal-time experience developerTechnical artist3D configurator specialistVisualisation director
Admissions & scholarships

Requirements

  • A university degree in engineering, science or architecture, or equivalent demonstrable professional experience.
  • An internet connection and a computer capable of running the programme 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, KeyShot, V-Ray and Adobe Substance 3D Painter, 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 university 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 Rendering 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.