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Graphics Pipeline Stages
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Vertex Processing
Transforms and lights vertex data in 3D space, preparing it for the next stages of the pipeline.
Shape Assembly/Primitive Assembly
Assembles vertices into geometric primitives such as points, lines, or triangles for further processing.
Rasterization
Converts the geometric primitives into fragments, which are potential pixels on the screen.
Fragment Processing/Pixel Shading
Determines the color and other attributes of each fragment. Can perform complex per-pixel operations.
Depth and Stencil Testing
Performs tests to determine if a fragment is visible and should be drawn to the framebuffer.
Blending
Combines the fragment's color with the color of the corresponding pixel in the framebuffer based on certain rules.
Framebuffer Operations
The final stage where the processed fragments are actually written into the framebuffer and displayed on the screen.
Tessellation
This optional stage subdivides primitives into smaller ones to increase geometric detail.
Geometry Shading
An optional stage that allows for geometry to be generated or altered on-the-fly, between vertex processing and rasterization.
Compute Shading
An optional stage that allows for general-purpose computing on the GPU, separate from the main graphics pipeline.
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