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src/routes/articles/Image.svelte
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src/routes/articles/Image.svelte
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<script lang="ts">
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export let paths: string[] = [];
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export let caption: string = '';
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</script>
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<div class="container">
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{#each paths as path (path)}
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<img src={path} alt="" />
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{/each}
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</div>
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<style>
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.container {
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width: fit-content;
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margin-left: auto;
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margin-right: auto;
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background-color: #1d2021;
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padding: 1em;
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border: 1px solid #928374;
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border-radius: 2px;
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display: flex; /* Arrange images horizontally */
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/* Removed flex properties from here */
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gap: 1em;
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}
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</style>
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@ -3,6 +3,10 @@ title: The Graphics Pipeline
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date: "April 20 - 2025"
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---
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<script>
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import Image from "../Image.svelte"
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</script>
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Ever wondered how games put all that gore on your display? All that beauty is brought into life by
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a process called **rendering**, and at the heart of it, is the **graphics pipeline**.
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In this article we'll dive deep into the intricate details of this beast.
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@ -25,6 +29,11 @@ stage and have a recap afterwards to demystify this 4-stage division.
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Ever been jump-scared by this sight in an FPS? Why are things rendered like that?
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<Image
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paths={["/images/boo.png"]}
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/>
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In order to display a scene (like a murder scene),
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we need to have a way of **representing** the **surface** of the composing objects (like corpses) in computer-memory.
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We only care about the **surface** since we won't be seeing the insides anyways---Not that we want to.
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@ -40,36 +49,41 @@ For instance, **NURB surfaces** are great for representing **curves**
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and it's all about the **high-precision** needed to do **CAD**.
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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...
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But what we need is a **performant** approach that can do this for an entire scene with
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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
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**approximation** of a surface to render it **realisticly-enough** for us to have some fun killing time!
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We can achieve this approximation using a collection of **triangles**, **lines** and **dots** (primitives),
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which themselves are composed of a series of **vertices** (points in space).
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<Image
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paths={["/images/polygon_sphere.webp"]}
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/>
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A **vertex** is simply a point in space.
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Once we get enough of these **points**, we can conncet them to form **primitives** such as **triangles**, **lines** and **dots**.
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And once we connect enough of these **primitives** together, they form a **model** or a **mesh** (that we need for our corpse).
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With some interesting models put together, we can compose a **scene** (like a murder scene :D).
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<Image
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paths={["/images/bunny.png"]}
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/>
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But let's not get ahead of ourselves. The primary type of **primitive** that we care about during **polygonal modeling**
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is a **triangle**. But why not squares or polygons with variable number of edges?
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## Why Triangles?
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In **Euclidean geometry**, triangles are always **planar** (they exist only in one plane),
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any polygon composed of more than 3 points may break this rule, but why does polygons residing in one plane so important
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to us?
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Being non-planar makes it rather difficult to determine
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<Image
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paths={["/images/planar.jpg", "/images/non_planar_1.jpg", "/images/non_planar_2.png"]}
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/>
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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
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at any one time, this enables us to utilize a huge optimization technique called **back-face culling**.
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static/images/boo.png
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static/images/bunny.png
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static/images/non_planar_1.jpg
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static/images/non_planar_2.png
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static/images/planar.jpg
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static/images/polygon_sphere.webp
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