TALLMOVE
All arcs

The Graphics Pipeline

Coordinates, cameras, and shaders down to the pixels a triangle covers, and the shadows it casts.

Computer Graphics

Progress0/6
  1. 1

    Homogeneous Coordinatesin progress

    Graphics · Geometry · ~25 min

    Give every point a fourth coordinate so one matrix can slide it, turn it, and show it in perspective, then divide by w and watch the far edge shrink.

  2. 2

    Camerasin progress

    Graphics · Geometry · ~25 min

    Build a camera from two matrices: look-at moves the world in front of the eye, perspective squeezes it into a frame, and the near plane decides what is too close to draw.

  3. 3

    Vertex Shadersin progress

    Graphics · The Pipeline · ~25 min

    Run a small program once per vertex, alone: read its attributes and the shared uniforms, move it, transform it to clip space, and hand on the varyings the next stage will blend.

  4. 4

    Rasterizing a Trianglein progress

    Graphics · The Pipeline · ~20 min

    Turn three corners into the pixels between them: an edge function per side, a bounding box to loop over, three signs per sample, and weights that add up to one.

  5. 5

    Fragment Shadersin progress

    Graphics · The Pipeline · ~25 min

    Run a small program once per covered pixel: blend the corners' varyings by the pixel's weights, turn them into an intensity, and write it into the framebuffer.

  6. 6

    Shadow Mapsin progress

    Graphics · Light & Color · ~25 min

    Draw the scene from the light, keep the nearest depth per texel, then ask every pixel whether it lies deeper than the map says. A bias against acne, and the edge a coarse map leaves behind.