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					 5 changed files with 142 additions and 15 deletions
				
			
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			@ -53,7 +53,9 @@
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		]
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	},
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	"dependencies": {
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		"@lucide/svelte": "^0.509.0",
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		"katex": "^0.16.22",
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		"lucide": "^0.509.0",
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		"mermaid": "^11.6.0",
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		"playwright": "^1.52.0",
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		"rehype-katex": "^5.0.0",
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								pnpm-lock.yaml
									
										
									
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								pnpm-lock.yaml
									
										
									
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			@ -8,9 +8,15 @@ importers:
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  .:
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    dependencies:
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      '@lucide/svelte':
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        specifier: ^0.509.0
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        version: 0.509.0(svelte@5.28.2)
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      katex:
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        specifier: ^0.16.22
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        version: 0.16.22
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      lucide:
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        specifier: ^0.509.0
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        version: 0.509.0
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      mermaid:
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        specifier: ^11.6.0
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        version: 11.6.0
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			@ -442,6 +448,11 @@ packages:
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  '@jridgewell/trace-mapping@0.3.25':
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    resolution: {integrity: sha512-vNk6aEwybGtawWmy/PzwnGDOjCkLWSD2wqvjGGAgOAwCGWySYXfYoxt00IJkTF+8Lb57DwOb3Aa0o9CApepiYQ==}
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  '@lucide/svelte@0.509.0':
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    resolution: {integrity: sha512-rG/oNz5HiuG+9xZawNxD08x5sIgvfIcFVDx7J2YAOHNK9+zDAro/DAhWLOdmE0eag5CYzxwAWh8LVowXpZvW/g==}
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    peerDependencies:
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      svelte: ^5
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  '@mermaid-js/parser@0.4.0':
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    resolution: {integrity: sha512-wla8XOWvQAwuqy+gxiZqY+c7FokraOTHRWMsbB4AgRx9Sy7zKslNyejy7E+a77qHfey5GXw/ik3IXv/NHMJgaA==}
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			@ -1885,6 +1896,9 @@ packages:
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  lru-cache@10.4.3:
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    resolution: {integrity: sha512-JNAzZcXrCt42VGLuYz0zfAzDfAvJWW6AfYlDBQyDV5DClI2m5sAmK+OIO7s59XfsRsWHp02jAJrRadPRGTt6SQ==}
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  lucide@0.509.0:
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    resolution: {integrity: sha512-+PUi/uilEjgcBuaLXq4y4fh/AHLgFuFyNrMbezuhofkiqRZbbj6cf5E29VndCuFcGsGpo9WIKocmfBB2GTvS7w==}
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  lz-string@1.5.0:
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    resolution: {integrity: sha512-h5bgJWpxJNswbU7qCrV0tIKQCaS3blPDrqKWx+QxzuzL1zGUzij9XCWLrSLsJPu5t+eWA/ycetzYAO5IOMcWAQ==}
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    hasBin: true
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			@ -2943,6 +2957,10 @@ snapshots:
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      '@jridgewell/resolve-uri': 3.1.2
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      '@jridgewell/sourcemap-codec': 1.5.0
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  '@lucide/svelte@0.509.0(svelte@5.28.2)':
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    dependencies:
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      svelte: 5.28.2
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  '@mermaid-js/parser@0.4.0':
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    dependencies:
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      langium: 3.3.1
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			@ -4446,6 +4464,8 @@ snapshots:
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  lru-cache@10.4.3: {}
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  lucide@0.509.0: {}
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  lz-string@1.5.0: {}
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  magic-string@0.30.17:
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										84
									
								
								src/routes/articles/Note.svelte
									
										
									
									
									
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										84
									
								
								src/routes/articles/Note.svelte
									
										
									
									
									
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			@ -0,0 +1,84 @@
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<script lang="ts">
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	import { Info } from '@lucide/svelte';
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	export let title;
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</script>
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<div class="note">
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	<div class="head">
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		<div class="icon">
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			<Info />
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		</div>
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		<div class="horiz_line"></div>
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	</div>
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	<div class="content">
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		<div class="line"></div>
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		<div class="slot">
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			<p>{title}</p>
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			<slot />
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		</div>
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	</div>
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</div>
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<style>
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	@import url('https://fonts.googleapis.com/css2?family=IBM+Plex+Mono:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;1,100;1,200;1,300;1,400;1,500;1,600;1,700&display=swap');
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	.note {
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		display: block;
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		margin: 1em 0 1em 0;
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		border-radius: 2px;
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	}
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	.head {
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		display: flex;
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		flex-wrap: wrap;
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		width: 100%;
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		text-align: left;
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	}
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	.content {
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		display: flex;
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		margin-bottom: -1em;
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		padding: 0;
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		margin-right: auto;
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		margin-left: 0;
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	}
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	.line {
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		background-color: #8ec07c;
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		width: 0.1em;
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		margin-left: 0.85em;
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		margin-bottom: 1em;
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		margin-top: 0.5em;
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	}
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	.horiz_line {
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		background-color: #8ec07c;
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		height: 0.1em;
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		margin-left: 0.5em;
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		margin-top: 0.7em;
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		display: inline-block;
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		flex: 1;
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	}
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	.slot {
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		margin-left: 1em;
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		width: 100%;
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	}
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	.slot > p {
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		flex: 1;
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		font-family: 'IBM Plex Mono', monospace;
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		display: inline-block;
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		margin: 0;
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        font-weight: bolder;
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	}
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	.icon {
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	}
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	.icon:first-child {
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	}
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</style>
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			@ -33,11 +33,6 @@ h2 {
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}
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.katex {
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    background-color: #1d2021;
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    padding: 1em;
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    border: 1px solid #928374;
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    border-radius: 2px;
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    width: max-content;
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    margin-left: auto;
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    margin-right: auto;
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    margin-left: 0;
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}
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			@ -5,6 +5,7 @@ date: "April 20 - 2025"
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<script>
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import Image from "../Image.svelte"
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import Note from "../Note.svelte"
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</script>
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Ever wondered how games put all that gore on your display? All that beauty is brought into life by
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			@ -14,13 +15,34 @@ In this article we'll dive deep into  the intricate details of this beast.
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Like any pipeline, the **graphics pipeline** is comprised 
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of several **stages**, each of which can be a pipeline in itself or even parallelized.
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Each stage takes some input (data and configuration) to generate some output data for the next stage.
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We can coarsely divide the pipeline into **4 stages**: 
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```math
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\texttt{Application} \rightarrow \color{#fabd2f}{\texttt{GeometryProcessing}}\color{none} \rightarrow \texttt{Rasterization} \rightarrow \texttt{PixelProcessing}
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```
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<Note title="A coarse division of the graphics pipeline">
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The pipeline will then serve the output of the **pixel processing** stage, which is a **rendered image**,
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Application --> Geometry Processing --> Rasterization --> Pixel Processing --> Presentation
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</Note>
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Before the heavy rendering work starts on the **GPU**, we simulate the world through systems
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like physics engine, game logic, networking, etc, during the **Application** stage.
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This stage is mostly ran on the **CPU**, therefore it is very efficient on executing 
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**sequentially dependendent** logic.
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<Note title="Sequentially dependendent logic">
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A type of execution flow where the operations depend on the results of previous steps, limiting parallel execution.
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In other words, **CPUs** are great at executing **branch-heavy** code, and **GPUs** are geared
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towards executing **branch-less** or **branch-light** code.
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</Note>
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The updated scene data is then prepped and fed to the GPU for **Geometry Processing**, this is 
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where we figure out where everything ends up on our screen.
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Then the final geometric data are converted into **pixels** and prepped for pixel processing stage via a process called **Rasterization**.
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The **Pixel Processing** stage then uses the rasterized geometry to do **lighting**, **texturing**, and all the sweet gory details.
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The pipeline will then serve (present) the output of the **pixel processing** stage, which is a **rendered image**,
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to your pretty eyes using your display.
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But to avoid drowning you in overviews, let's jump right into the gory details of the **geometry processing**
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stage and have a recap afterwards to demystify this 4-stage division.
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			@ -74,6 +96,11 @@ With some interesting models put together, we can compose a **scene** (like a mu
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But let's not get ahead of ourselves. The primary type of **primitive** that we care about during **polygonal modeling**
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is a **triangle**. But why not squares or polygons with a variable number of edges?
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<Note title="Neque porro quisquam est qui dolorem">
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Lorem ipsum dolor sit **amet**, consectetur adipiscing elit. **Fusce** rhoncus eleifend elementum. Mauris quis **arcu justo**. Proin pellentesque eleifend sapien, quis dictum lacus sodales eget. Pellentesque congue dapibus libero, nec finibus est tempus varius. Duis tincidunt arcu nulla, **ultrices** malesuada tellus convallis a. Aenean pulvinar ligula arcu, **vitae** cursus mi maximus sed. Morbi iaculis efficitur suscipit. Cras **in** vehicula est, ac molestie tortor. Donec sed **quam** pulvinar, pulvinar nulla vel, aliquet enim. Curabitur **tempus**, nisi quis posuere lacinia, sapien est maximus libero, vehicula hendrerit nisi **elit** sed ligula. Pellentesque habitant morbi tristique senectus et netus et malesuada fames **ac** turpis egestas. Praesent auctor velit eu justo suscipit, quis lobortis **elit** placerat. 
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</Note >
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## Why Triangles?
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In **Euclidean geometry**, triangles are always **planar** (they exist only in one plane), 
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			@ -98,10 +125,9 @@ Normal surface
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Triangles also have a very small **memory footprint**; for instance, when using the **triangle-strip** topology (more on this very soon), for each additional triangle after the first one, only **one extra vertex** is needed.
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The most important attribute, in my opinion, is the **algorithmic simplicity**.
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Any polygon or shape can be composed from a **set of triangles**; for instance, a rectangle is 
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simply **two coplanar triangles**.
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Also, it is becoming a common practice in computer science to break down
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hard problems into simpler, smaller problems. This will be more convincing when we cover the **rasterization** stage :)
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Any polygon or shape can be composed from a **set of triangles**; for instance, a rectangle is simply **two coplanar triangles**.
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Also, it is a common practice in computer science to break down hard problems into simpler, smaller problems. 
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This will be a lot more convincing when we cover the **rasterization** stage :)
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Bonus point: present-day **hardware** and **algorithms** have become **extremely efficient** at processing 
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