Published On Oct 13, 2021
This video goes over the stages of the graphics pipeline I like to use in my 3D software rendering projects.
One of the first things game programming students read in most graphics books is the famous "Graphics Pipeline."
Surprisingly, the term confuses some programmers, especially because most books already present more complex pipelines used by OpenGL, Direct3D, and Vulkan. That's why I decided to take some time to sit down and talk to you about some of the most important stages of a simpler rendering pipeline.
The rendering pipeline I discuss here is mostly focusing on "software rendering", and does not include all the stages of modern graphics APIs and GPUs.
Links:
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Chapters:
00:00 Intro
00:35 An Overview
02:00 The Stages of a Simple Pipeline
02:12 Local Space
03:30 World Space
05:24 Camera Space
06:53 Backface Culling
07:43 Perspective Projection
09:48 Clipping Space
11:38 Image Space & NDC
13:36 Screen Space & Rasterization
12:32 Modern Graphics Pipelines & GPUs
16:32 Conclusion & Next Steps
In computer graphics, a computer graphics pipeline (or rendering pipeline), is a conceptual model that describes what steps a graphics system needs to perform to render a 3D scene to a 2D screen.
Once a 3D model has been created, for instance in a video game or any other 3D computer animation, the graphics pipeline is the process of turning that 3D model into what the computer shows to the user using pixels.
There is no universal graphics pipeline suitable for all cases. However, graphics APIs - such as Direct3D or OpenGL - were created to unify similar steps and to control the graphics pipeline of a given hardware accelerator. These APIs abstract the underlying hardware and keep the programmer away from writing code to manipulate the graphics hardware accelerators (AMD/Intel/NVIDIA etc.).
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Enjoy!