Step through the graphics pipeline from vertex input to final pixel output. Watch how 3D triangles are transformed, clipped, and rasterized into colored pixels on a framebuffer grid.
The rasterization pipeline is the process by which 3D geometry is converted into 2D pixels on your screen. Every frame in a real-time graphics application (games, UI) goes through these stages. Modern GPUs execute this pipeline billions of times per second, processing millions of triangles in parallel.
| Stage | Input | Output | Programmable |
|---|---|---|---|
| Vertex Input | Vertex buffers | Raw vertices | Fixed |
| Vertex Shader | 3D positions | Clip coordinates | Yes |
| Clipping | Clip coords | Clipped primitives | Fixed |
| Projection | Clip coords | Screen coords | Fixed |
| Rasterization | Screen triangles | Fragments | Fixed |
| Fragment Shader | Fragments | Pixel colors | Yes |
| Framebuffer | Pixel colors | Final image | Fixed |