The Graphics Pipeline
Coordinates, cameras, and shaders down to the pixels a triangle covers, and the shadows it casts.
Computer Graphics
- 1
Homogeneous Coordinatesin progress
Graphics · Geometry · ~25 minGive 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
Camerasin progress
Graphics · Geometry · ~25 minBuild 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
Vertex Shadersin progress
Graphics · The Pipeline · ~25 minRun 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
Rasterizing a Trianglein progress
Graphics · The Pipeline · ~20 minTurn 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
Fragment Shadersin progress
Graphics · The Pipeline · ~25 minRun 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
Shadow Mapsin progress
Graphics · Light & Color · ~25 minDraw 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.