Shader Magic

Shader Magic

Two-Day Intensive on Real-Time Shaders & GPU Particle Systems

By Integrated Design & Media Program at NYU Tandon

Date and time

July 26 · 10am - July 27 · 5pm EDT

Location

NYU Tandon @ The Yard

Mc Donough Avenue Brooklyn, NY 11205

Refund Policy

Refunds up to 7 days before event

About this event

  • Event lasts 1 day 7 hours

This hands-on two-day workshop introduces the fundamentals of writing shaders and harnessing the power of the GPU for parallel processing. Shaders are small programs that run on the graphics processing unit (GPU) and are primarily used for rendering and vertex manipulation. Throughout this workshop, we'll explore shader programming from the basics to advanced concepts, starting with fundamental rendering techniques and progressing to complex parallel processing applications.

Day 1: Fundamentals of Shader Programming Master shader language basics and understand how data flows through the graphics pipeline. Create specialized unlit shaders that manipulate vertex and fragment data. Learn to implement lighting models using dot product calculations for directional, point, and spot lights. Apply mathematical functions to create procedural textures, gradients, and simple visual effects like fire and electricity. By day's end, build several custom non-PBR shaders that demonstrate core rendering concepts.

Day 2: Advanced Particle Systems with Compute Shaders Master GPU compute capabilities through particle system development. Transition from standard shaders to compute shaders, implementing efficient particle data structures and physics on the GPU. Connect your computational data to Unity's rendering pipeline for dynamic visual effects, and optimize performance for real-time applications. Complete an interactive particle system featuring user controls and environmental interaction that showcases the power of GPU parallel processing.


For more workshops like this, visit Tandon at The Yard's 2025 Summer Workshops page.


Who Is This For

  • XR / game / VFX developers wanting deeper control over real-time visuals
  • Creative coders & technical artists eager to harness parallel processing
  • Educators & tinkerers who need optimized, bespoke graphics for installations
  • Comfort with any game engine or 3D software is helpful; no prior shader coding required.


Materials

  • Laptop with modern GPU (NVIDIA / AMD, DX11+ or Metal)
  • Unity 2022 LTS (or later) pre-installed + Visual Studio / VS Code
  • 3-button mouse / trackpad for viewport control

Workshop Schedule (10 AM – 5 PM each day)

Day 1 – Fundamentals of Shader Programming

10:00 – 10:15

Welcome & Setup

Introductions; verify Unity installs; open starter project

10:15 – 11:15

GPU Pipeline & Shader Languages

How vertices become pixels; GLSL vs HLSL; ShaderLab basics

11:15 – 12:15

First Unlit Shader

Manipulate vertex position & fragment color; live coding in Unity

12:15 – 12:30

Break


12:30 – 1:30

Lighting Models by Hand

Dot-product math for Lambert, Blinn-Phong; directional, point, spot lights

1:30 – 2:30

Procedural Textures & FX

Noise, gradients, UV tricks; fire, electricity, scanlines

2:30 – 2:45

Break


2:45 – 3:45

Custom Non-PBR Showcase

Build & test several stylized shaders; QA, optimization tips

3:45 – 4:00

Wrap-Up Day 1

Review, commit code, prep for compute-shader install



Day 2 – Compute Shaders & GPU Particle Systems

10:00 – 10:15

Project setup

Get your project ready and set up.

10:15 – 11:15

Compute Shader Essentials

Clone the template repo and confirm that it is functional, overview of the basics: Data structures, buffers, dispatching, draw instanced.

11:15 – 12:15

Basic physics

Position, acceleration, velocity. Setting and getting positions over the CPU.

12:15 – 12:30

Break


12:30 – 1:30

Rendering the Swarm

Instanced meshes & sprite shaders.

1:30 – 2:30

LLM help

A brianstorm of all the things you can do with this technique and how to ask for help

2:30 – 2:45

Break


2:45 – 3:45

Capstone Build

Create an interactive particle playground with UI sliders or MIDI input

3:45 – 4:00

Showcase & Closing

Demo projects, share repos, next-step learning paths



Outcomes

  • Understand the GPU graphics pipeline and shader language syntax
  • Create custom vertex/fragment shaders with lighting & procedural textures
  • Implement compute-shader particle systems that run physics entirely on the GPU
  • Optimize real-time visuals for games, XR, and large-format installations
  • Take away a Unity project packed with reusable shader assets and particle rigs

Presenter

David Lobser — Creative technologist, Unity/C# specialist, and founder of Light Clinic. David builds XR and real-time graphics for brands like Meta and Samsung, crafts therapeutic VR powered by biometric feedback, and created the particle-physics art app Cosmic Sugar. He’s taught graphics programming at Harvard, NYU, and beyond, translating deep GPU knowledge into accessible, project-driven learning


LOCATION

For walking directions from the gate to the workshop venue, click here.

Organized by

Programs that tend to teach one thing or even several things neatly bounded and categorized are generally easy to describe and easy to write about. IDM is not such a program. Even a cursory look at the makeup of our faculty, the courses we teach, and our academic and professional practice cannot fail to give the impression that we are a program hard to pin down: an eclectic crew of singular individuals gathering the arts, design, engineering and humanities into our capacious minds and hands. A visit to our floor and a few conversations with our students would reveal much the same: terrifically busy crisscrossing mediums, genres, and forms; curious, critical, and creative. We could add, with no little pride, that we temper this spirit of experimentation and invention with a commitment to criticality and ethical and social responsibility; to engage in 'art for art's sake, design for the market' would be no good. So perhaps this is what, despite the diversity of disciplines, practices and skills we present, binds us together - faculty and students - in common cause, that we believe to create entails a commitment to what Hyginus deemed as constitutive of the human condition: care.

$535.38