12 min lesson
Graphics Pipeline
- Describe the route from scene data to pixels on screen.
- Identify where vertex processing, rasterization, and fragment shading fit.
- Explain why graphics APIs split work into ordered pipeline stages.
From scene to screen
A pipeline is a contract: each stage transforms one kind of data into the next.
1. Geometry starts as intent.
Your program sends vertices, meshes, materials, and camera settings. The GPU does not begin with pixels; it begins with structured scene data that must be transformed into a common coordinate story.
2. Stages make work parallel.
Vertex processing prepares corners, rasterization decides which pixels a triangle covers, and fragment shading computes visible color. Because stages are explicit, millions of tiny jobs can run together.
TransformCoverShade
3. Debug by naming the stage.
If a model is missing, ask whether vertices reached the pipeline. If a triangle is jagged, look at rasterization. If shape is correct but color is wrong, inspect fragment shading and blending.
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