Geometry pipelines

Geometric manipulation of modelling primitives, such as that performed by a geometry pipeline, is the first stage in computer graphics systems which perform image generation based on geometric models. While geometry pipelines were originally implemented in software, they have become highly amenable to hardware implementation, particularly since the advent of very-large-scale integration (VLSI) in the early 1980s. A device called the Geometry Engine developed by Jim Clark and Marc Hannah at Stanford University in about 1981 was the watershed for what has since become an increasingly commoditized function in contemporary image-synthetic raster display systems.[1][2]

Geometric transformations are applied to the vertices of polygons, or other geometric objects used as modelling primitives, as part of the first stage in a classical geometry-based graphic image rendering pipeline. Geometric computations may also be applied to transform polygon or repair surface normals, and then to perform the lighting and shading computations used in their subsequent rendering.

  1. ^ Clark, James (July 1980). "Special Feature A VLSI Geometry Processor For Graphics". Computer. 13 (7): 59–68. doi:10.1109/MC.1980.1653711. S2CID 2428227.
  2. ^ Clark, James (July 1982). "The Geometry Engine: A VLSI Geometry System for Graphics". Proceedings of the 9th annual conference on Computer graphics and interactive techniques. pp. 127–133. CiteSeerX 10.1.1.359.8519. doi:10.1145/965145.801272.