--- title: The Graphics Pipeline date: "April 20 - 2025" --- Ever wondered how games put all that gore on your display? Well you're about to find out :) At the heart of rendering, is the **Graphics Pipeline**. And like any pipeline, it's comprised of several **stages**, each of which can be a pipeline in itself or even parallelized. Each stage takes some input data (and configuration), to generate some output for the next stage. We can coarsely divide the **Graphics Pipeline** into 4 stages: **Application -> Geometry Processing -> Rasterization -> Pixel Processing** The pipeline will then serve the output of the **Pixel Processing** stage, which is a **rendered image**, to your pretty eyes using your display. But to avoid drowning you in overviews, let's jump right into the details of the "Geometry Processing" stage and have a recap afterwards to demystify this 4-stage division. ## Surfaces In order to display a murder scene, we need to have a way of **representing** the deceased in computer memory. We only care about the **surface** since we won't be seeing the insides anyways---Not that we want to. At this stage, we only care about the **shape** or the **geometry** of the **surface**. Texturing, lighting and all the sweet gory details comes at a much later stage once all the **geometry** has been processed. But how should we represent surfaces in memory? ## Vertices There are several ways to **represent 3d objects** for a computer to understand. For instance, **NURB surfaces** are great for representing **curves** and it's all about the **high-precision** needed to do **CAD**. We could also do **ray-tracing** using fancy equations for rendering **photo-realistic** images. These are all great--ignoring the fact that they would take "an eternity" to process. But what we need is a **hardware-friendly** approach that can do this for an entire scene with hundereds of thousands of objects for at least **60 times undr a second**. What we need is **polygonal modeling**. **Polygonal modeling** allows us to do **real-time rendering**. The idea is that we only need an **approximation** of a surface to render it **realisticly-enough** for us to have some fun killing time! We can achieve this approximation using a collection of **triangles**, **lines** and **dots** (primitives), which themselves are composed of a series of **vertices** (points in space). A **vertex** is simply a point in space. Once we get enough of these **points**, we can conncet them to form **primitives** such as **triangles**, **lines** and **dots**. And once we have enough **primitives** together, they form a **model** or a **mesh** (that we need for our corpse). With some interesting models, we can compose a **scene**. But let's not get ahead of ourselves. The primary type of **primitive** we care about during **polygonal modeling** is a **triangle**. But why not squares or polygons with variable number of edges? ## Why Triangles? "Always Planar": Triangles can never be __non-planar__(reside in more than 1 plane)! In Euclidean geometry, any "Normal surface:" "Algorithm Simplicity:" "Predictable Winding Order:" ## Primitive Topologies ## Indices ## Input Assembler ## Coordinate System -- Local Space ## Coordinate System -- World Space ## Coordinate system -- View Space ## Coordinate system -- Clip Space ## Coordinate system -- Screen Space ## Vertex Shader ## Tessellation & Geometry Shaders ## Rasterizer ## Pixel Shader ## Output Merger ## The Future ## Conclusion ## Sources [Tomas Akenine Moller - Real-Time Rendering 4th Edition](https://www.realtimerendering.com/intro.html)
[LearnOpenGL - Hello Triangle](https://learnopengl.com/Getting-started/Hello-Triangle) [LearnOpenGL - Face Culling](https://learnopengl.com/Advanced-OpenGL/Face-culling) [Wikipedia - Polygonal Modeling](https://en.wikipedia.org/wiki/Polygonal_modeling) [Wikipedia - Non-uniform Rational B-spline Surfaces](https://en.wikipedia.org/wiki/Non-uniform_rational_B-spline) [Wikipedia - Computer Aided Design (CAD)](https://en.wikipedia.org/wiki/Computer-aided_design) [Stackoverflow - Why do 3D engines primarily use triangles to draw surfaces?](https://stackoverflow.com/questions/6100528/why-do-3d-engines-primarily-use-triangles-to-draw-surfaces)