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added the doc for the graphic pipeline
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178 changes: 178 additions & 0 deletions docs/gpu/introduction.md
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---
id: introduction
title: The Graphic Rendering Pipeline
description: Learn about the graphic rendering pipeline, a fundamental process that transforms 2D images into dynamic 3D scenes in real time.
keywords:
- Rendering
- Rendering Pipeline
- Graphic Rendering Pipeline
- GPU Pipeline
- Real-Time Rendering
- Graphics
- Industry Best Practices
author: CompilerSutra
date: 2024-10-11
tags:
- Graphics
- Rendering Pipeline
- Graphic Pipeline
slug: /The_Graphic_Rendering_Pipeline
sidebar_label: The Graphic Rendering Pipeline
---

<script src="https://cdn.jsdelivr.net/npm/mermaid/dist/mermaid.min.js"></script>
<script src="../mermaid-init.js"></script>

# The Graphic Rendering Pipeline 🎨

## Summary

In the world of *real-time graphics*, the **Rendering Pipeline** plays a crucial role in transforming 3D models into 2D visuals. It enables applications like video games and CGI to generate immersive digital environments in real time. The pipeline determines the *position*, *shape*, and *appearance* of objects, simulating environmental interactions to create seamless, visually stunning scenes.

This article dives into the intricacies of the rendering pipeline and explores the key stages involved in bringing digital content to life. 🔍

---

## What is the Rendering Pipeline? 🤔

The **rendering pipeline** is a sequence of steps used by **GPUs** to convert 3D models into a 2D image that displays on your screen. This pipeline is essential for modern graphics technologies, ensuring high-quality and real-time rendering.

### Overview of the Rendering Pipeline 🖼️

The process involves multiple stages, each responsible for different operations. Below is a high-level summary of the main stages:

<details>
<summary>🎯 Application Stage</summary>

The **Application Stage** prepares the scene by managing objects, transformations, and user inputs. It defines how geometry is transformed and sets up camera views before passing data to the graphics hardware.
</details>

<details>
<summary>🎨 Geometry Processing</summary>

In this stage, the GPU processes each triangle and vertex. It consists of:
1. **Vertex Shading**
2. **Projection**
3. **Clipping**
4. **Screen Mapping**
</details>

<details>
<summary>📊 Rasterization</summary>

The **Rasterization Stage** converts 3D data into pixels, determining how objects appear on a 2D screen. This process takes into account lighting, textures, and colors.
</details>

<details>
<summary>✨ Pixel Processing (Post-Processing)</summary>

Post-processing applies final visual effects, such as **anti-aliasing**, **motion blur**, and **depth of field**, resulting in polished images.
</details>

Understanding these stages offers insight into how real-time rendering enhances industries like gaming, VR, and animation.

---

## Detailed Breakdown of the Stages

### 1. Application Stage

This stage is executed on the **CPU**. Developers have full control here, managing transformations, user input, and determining what is sent to the **GPU** for further processing.

The **CPU** executes tasks in parallel, enhancing performance by managing several processes simultaneously. After this stage, the geometry is sent to the next phase: **Geometry Processing**.

---

### 2. Geometry Processing

Geometry processing occurs on the **GPU** and handles **per-triangle** and **per-vertex** operations. This stage is divided into four steps:

```bash
Vertex Shading ===> Projection ===> Clipping ===> Screen Mapping
```

<details>
<summary>🖼️ Vertex Shading</summary>

In this step, the **vertex positions** are calculated.
When the model first appears on screen, it resides in **model space** (its original coordinate system).

The **model transform** determines how the object is positioned and oriented in the scene. Multiple copies (called **instances**) of the same model can have different orientations and sizes without duplicating the geometry.

The two main tasks of vertex shading are:
1. **Compute the vertex position** in world space.
2. **Evaluate vertex output data** based on the programmer’s requirements.

:::note
We'll cover more details about vertex shading in upcoming articles.
:::
</details>

---

### 3. Rasterization 📊

During rasterization, the GPU converts 3D models into **pixels**. Each pixel's appearance depends on object positions, lighting, and texture data. This stage is critical for transforming 3D geometry into a 2D image.
All the pixel that survive the clipping in the previous stage are rasterized. Which implies that all pixels that are inside a primitive are found and send further down the pipeline to **pixel processing**.

---

### 4. Pixel Processing ✨

Here we have to compute the colour of each pixel of each visible primitive.
Those triangle that are not been associated with any texture(images) are render with this image appiled to them as desired.
Visibility is resolved by ``z-buffer algorithm``. along with optional discard and stencil tests.
Each object is processed in turn and the final image is then displayed on the screen.

**Pixel Processing** (or **Post-Processing**) applies final visual effects, such as:
- **Anti-aliasing** to smooth out jagged edges.
- **Motion blur** to create smooth transitions.
- **Depth of field** to simulate camera focus.

These effects enhance the overall visual quality of the scene.

---

## Why is the Rendering Pipeline Important? 🚀

The rendering pipeline ensures that every visual element in real-time applications looks polished and responds naturally to lighting and movement. It leverages **parallel execution** at different stages to optimize performance, allowing fast rendering speeds essential for gaming, VR, and CGI.

Graphics pipelines have evolved through decades of API improvements and hardware innovations to meet the demands of real-time applications. With each stage executed in parallel, the pipeline ensures efficiency and high-quality output.

---

## Conclusion 💡

The **Graphic Rendering Pipeline** is the foundation of modern computer graphics. By orchestrating how geometry, textures, lighting, and pixels interact, it allows digital worlds to come alive in real time. 🎮

Understanding the rendering pipeline is crucial for developers and artists working with **graphics-intensive applications**. Stay tuned for more articles where we explore advanced concepts in graphics rendering and industry best practices.

---

# References for The Graphic Rendering Pipeline 📚

## Books
1. **"Computer Graphics: Principles and Practice"** by John F. Hughes, Andries van Dam, et al.
- A comprehensive guide to computer graphics, covering both theoretical and practical aspects of rendering pipelines.
- ISBN: 978-0321399526

2. **"Real-Time Rendering"** by Tomas Akenine-Möller, Eric Haines, and Naty Hoffman.
- Focuses on real-time graphics and explores rendering techniques used in modern games and VR.
- ISBN: 978-0367347254

3. **"GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics"** by Randima Fernando (Editor).
- A collection of advanced techniques for leveraging GPU hardware for rendering.

## Online Resources
1. **[Learn OpenGL](https://learnopengl.com/)**
- A hands-on introduction to graphics programming using OpenGL.

2. **[Real-Time Rendering Resources](https://www.realtimerendering.com/)**
- A curated collection of resources and research papers related to graphics and rendering.

3. **[NVIDIA Developer Blog](https://developer.nvidia.com/blog)**
- Industry trends, tutorials, and technical insights on graphics pipelines and GPU programming.



*Author: CompilerSutra modified with AI*
15 changes: 15 additions & 0 deletions docs/mermaid-init.js
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