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Mathematics for 3D Game Programming and Computer Graphics, Third Edition by Eric Lengyel

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Chapter 1. The Rendering Pipeline

This chapter provides a preliminary review of the rendering pipeline. It covers general functions, such as vertex transformation and primitive rasterization, which are performed by modern 3D graphics hardware. Readers who are familiar with these concepts may safely skip ahead. We intentionally avoid mathematical discussions in this chapter and instead provide pointers to other parts of the book where each particular portion of the rendering pipeline is examined in greater detail.

Graphics Processors

A typical scene that is to be rendered as 3D graphics is composed of many separate objects. The geometrical forms of these objects are each represented by a set of vertices and a particular type of graphics primitive ...

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