diff --git a/src/routes/articles/Image.svelte b/src/routes/articles/Image.svelte
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@@ -0,0 +1,26 @@
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+ {#each paths as path (path)}
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+ {/each}
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diff --git a/src/routes/articles/the-graphics-pipeline/+page.svx b/src/routes/articles/the-graphics-pipeline/+page.svx
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--- a/src/routes/articles/the-graphics-pipeline/+page.svx
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@@ -3,6 +3,10 @@ title: The Graphics Pipeline
date: "April 20 - 2025"
---
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Ever wondered how games put all that gore on your display? All that beauty is brought into life by
a process called **rendering**, and at the heart of it, is the **graphics pipeline**.
In this article we'll dive deep into the intricate details of this beast.
@@ -25,6 +29,11 @@ stage and have a recap afterwards to demystify this 4-stage division.
Ever been jump-scared by this sight in an FPS? Why are things rendered like that?
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In order to display a scene (like a murder scene),
we need to have a way of **representing** the **surface** of the composing objects (like corpses) in computer-memory.
We only care about the **surface** since we won't be seeing the insides anyways---Not that we want to.
@@ -40,36 +49,41 @@ 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.
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These are all great--ignoring the fact that they would take an eternity to process...
But what we need is a **performant** approach that can do this for an entire scene with
hundereds of thousands of objects (like a lot of corpses) in under a small fraction of a second. What we need is **polygonal modeling**.
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**Polygonal modeling** enables us to do an exciting thing called **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).
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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 connect enough of these **primitives** together, they form a **model** or a **mesh** (that we need for our corpse).
With some interesting models put together, we can compose a **scene** (like a murder scene :D).
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But let's not get ahead of ourselves. The primary type of **primitive** that we care about during **polygonal modeling**
is a **triangle**. But why not squares or polygons with variable number of edges?
## Why Triangles?
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In **Euclidean geometry**, triangles are always **planar** (they exist only in one plane),
any polygon composed of more than 3 points may break this rule, but why does polygons residing in one plane so important
to us?
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-Being non-planar makes it rather difficult to determine
-
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When a polygon exists only in one plane, we can safely imply that **only one face** of it can be visible
at any one time, this enables us to utilize a huge optimization technique called **back-face culling**.
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