ABSTRACT

The rendering equation is the correct way to produce images, assuming you have an infinite amount of computing power. But if you want to produce images in the real world on a real computer, you need to understand the contemporary trade-offs that are being made. This entry is more focused on those techniques, by attempting to describe a typical simple real-time graphics pipeline, ca. 2010. After giving an overview of the graphics pipeline, we then descend that pipeline and discuss each section in more detail, stopping along the way to focus on some key mathematical ideas.