--- title: The Graphics Pipeline date: "April 20 - 2025" --- 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. Like any pipeline, the **graphics pipeline** is comprised of several **stages**, each of which can be a pipeline in itself or even parallelized. Each stage takes some input (data and configuration) to generate some output data for the next stage. We can coarsely divide the pipeline into **4 stages**: ```math \texttt{Application} \rightarrow \color{#fabd2f}{\texttt{GeometryProcessing}}\color{none} \rightarrow \texttt{Rasterization} \rightarrow \texttt{PixelProcessing} ``` The pipeline will then serve the output of the **pixel processing** stage, which is a **rendered image**, to your pretty eyes using your display. But to avoid drowning you in overviews, let's jump right into the gory details of the **geometry processing** stage and have a recap afterwards to demystify this 4-stage division. ## Surfaces Ever been jump-scared by this sight in an FPS? Why are things rendered like that? 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 anyway---Not that we want to. At this stage, we only care about the **shape** or the **geometry** of the **surface**. Texturing, lighting, and all the sweet gory details come at a much later stage once all the **geometry** has been processed. But how do we represent surfaces in computer memory? ## Vertices There are several ways to **represent** the surfaces of 3d objects for a computer to understand. 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. 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 hundreds of thousands of objects (like a lot of corpses) in under a small fraction of a second. What we need is **polygonal modeling**. **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 **realistically 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). A **vertex** is simply a point in space. Once we get enough of these **points**, we can connect 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). 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 a variable number of edges? ## Why Triangles? 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? 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**. Which means we avoid wasting a ton of **precious processing time** on the polygons that we know won't be visible to us. We can safely **cull** the **back-faces** since we won't be seeing the **back** of a polygon when it's in the context of a closed-off model. We figure this out by simply using the **winding order** of the triangle to determine whether we're looking at the back of the triangle or the front of it. Normal surface Triangles also have a very small **memory footprint**; for instance, when using the **triangle-strip** topology (more on this very soon), for each additional triangle after the first one, only **one extra vertex** is needed. The most important attribute, in my opinion, is the **algorithmic simplicity**. Any polygon or shape can be composed from a **set of triangles**; for instance, a rectangle is simply **two coplanar triangles**. Also, it is becoming a common practice in computer science to break down hard problems into simpler, smaller problems. This will be more convincing when we cover the **rasterization** stage :) Bonus point: present-day **hardware** and **algorithms** have become **extremely efficient** at processing triangles (sorting, rendering, etc) after eons of evolving around them. ## Primitive Topology So, we got our set of triangles, but how do we make a model out of them? ## Indices ## Input Assembler ## Coordinate System -- Local Space ## Coordinate System -- World Space ## Coordinate system -- View Space ## Coordinate system -- Clip Space ## Coordinate system -- Screen Space ## Vertex Shader ## Tessellation & Geometry Shaders ## Let's Recap! ## Rasterizer ## Pixel Shader ## Output Merger ## The Future ## Conclusion ## Sources [Tomas Akenine Moller - Real-Time Rendering 4th Edition](https://www.realtimerendering.com/intro.html)
[LearnOpenGL - Hello Triangle](https://learnopengl.com/Getting-started/Hello-Triangle) [LearnOpenGL - Face Culling](https://learnopengl.com/Advanced-OpenGL/Face-culling) [Wikipedia - Polygonal Modeling](https://en.wikipedia.org/wiki/Polygonal_modeling) [Wikipedia - Non-uniform Rational B-spline Surfaces](https://en.wikipedia.org/wiki/Non-uniform_rational_B-spline) [Wikipedia - Computer Aided Design (CAD)](https://en.wikipedia.org/wiki/Computer-aided_design) [Stackoverflow - Why do 3D engines primarily use triangles to draw surfaces?](https://stackoverflow.com/questions/6100528/why-do-3d-engines-primarily-use-triangles-to-draw-surfaces)