Chapter.1
Introduction
Chapter.2
渲染管线(比较熟悉)
A coarse division of the real-time rendering pipeline into four main
stages—application, geometry processing, rasterization, and pixel processing
2.1 The Application Stage
The developer has full control over what happens in the application stage, since it usually executes on the CPU.
Some application work can be performed by the GPU, using a separate mode called a compute shader.
One process commonly implemented in this stage is collision detection.
The application stage is also the place to take care of input from other sources, such as the keyboard, the mouse, or a head-mounted display.
Acceleration algorithms, such as particular culling algorithms are also implemented here.
2.2 Geometry Processing
This stage is further divided into the following functional
stages: vertex shading, projection, clipping, and screen mapping
2.2.1:Vertex Shading
- To compute the position for a vertex
- To evaluate whatever the programmer may like to have as vertex output data, such as a normal and texture coordinates.
(MVP matrix)