Notes

Thoughts, write-ups, and things worth remembering.

Graphics Pipeline Hub

#graphics Updated Sep 28, 2026

Hub card — maps each graphics pipeline stage to the atomic concept cards covering it. This card holds no derivations itself, just the map.

Stage 1: Vertex Shading

Transform each vertex from object space to clip space.

Stage 2: Vertex Post-Processing

Clip space → screen space → pixel space.

Stage 3: Primitive Assembly / Culling

Vertices are grouped into triangles; triangles facing away from the camera are discarded before any per-pixel work happens.

Stage 4: Rasterization

Determine which pixels each surviving triangle covers, and interpolate per-pixel attributes.

Stage 5: Fragment Shading

Per-pixel color computation: sampling textures, applying materials, computing lighting.

  • UV mapping — how surface points map to texture coordinates
  • Texture sampling — sample-then-interpolate vs interpolate-then-sample, and why order matters
  • Lighting — Lambert diffuse, Phong/Blinn-Phong reflection, Gouraud vs Phong shading
  • Material properties — Base Color, Metallic, Roughness, Normal Map, Diffuse Lighting, and the rest of the PBR parameter set

Stage 6: Per-Fragment Operations

After a fragment’s color is computed, decide whether and how it actually reaches the framebuffer.

  • Depth testing (Z-buffer) — occlusion via per-pixel depth comparison
  • Stencil testing, alpha blending — not yet carded

Cross-cutting math (used across multiple stages, not owned by one)