ABSTRACT

In the graphics processing unit (GPU) rendering pipeline, the geometric entity to be drawn is referred to as a primitive. It may be a point or a line as well as a triangle. They are all defined in terms of vertices. The vertices processed by the vertex shader are assembled into primitives. Each primitive is further processed to determine its two-dimensional (2D) form appearing on the screen and is then rasterized into fragments. A fragment is defined at each pixel location covered by the primitive. The pervertex data such as the vertex normal are interpolated across the primitive and assigned to each fragment. In the GPU rendering pipeline, the geometric entity to be drawn is referred to as a primitive. It may be a point or a line as well as a triangle. This chapter presents the rasterizer's substages for clipping, perspective division, back-face culling, view port transform, and scan conversion.