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The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. [1]
In computer graphics, the render output unit (ROP) or raster operations pipeline is a hardware component in modern graphics processing units (GPUs) and one of the final steps in the rendering process of modern graphics cards.
A simple tessellation pipeline rendering a smooth sphere from a crude cubic vertex set using a subdivision method. In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering.
Graphics pipeline – Sequence of steps for real-time 3D rendering, usually accelerated by special-purpose hardware (e.g. a GPU) High-dynamic-range rendering – Rendering that uses a larger range of light intensities than typically displayed on a computer screen
Direct3D 11 graphics pipeline process. The Microsoft Direct3D 11 API defines a process to convert a group of vertices, textures, buffers, and state into an image on the screen. This process is described as a rendering pipeline with several distinct stages. The different stages of the Direct3D 11 pipeline are: [143]
A pipeline is the graphics card's architecture, which provides a generally accurate idea of the computing power of a graphics processor. A pipeline isn't formally accepted as a technical term. There are different pipelines within a graphics processor as there are separate functions being performed at any given time.
3D graphics pipeline A graphics pipeline taking 3D models and producing a 2D bitmap image result. 3D paint tool A 3D graphics application for digital painting of multiple texture map image channels directly onto a rotated 3D model, such as zbrush or mudbox, also sometimes able to modify vertex attributes. 3D scene
In computer graphics, back-face culling determines whether a polygon is drawn. It is a step in the graphical pipeline that tests whether the points in the polygon appear in clockwise or counter-clockwise order when projected onto the screen.