UsefulLinks
Computer Science
Computer Graphics and Visualization
OpenGL Graphics Library
1. Introduction to OpenGL
2. Development Environment Setup
3. OpenGL Fundamentals
4. Graphics Rendering Pipeline
5. Vertex Data and Drawing
6. Shaders and GLSL
7. Coordinate Systems and Transformations
8. Texturing
9. Lighting and Shading
10. Advanced Texturing Techniques
11. Model Loading and Rendering
12. Advanced Rendering Techniques
13. Framebuffers and Off-Screen Rendering
14. Advanced Lighting Techniques
15. Post-Processing Effects
16. Instanced Rendering
17. Geometry and Tessellation Shaders
18. Performance Optimization
19. Debugging and Error Handling
4.
Graphics Rendering Pipeline
4.1.
Pipeline Overview
4.1.1.
Stage Sequence
4.1.2.
Data Flow
4.1.3.
Programmable vs Fixed Stages
4.2.
Vertex Specification
4.2.1.
Vertex Data Definition
4.2.2.
Attribute Specification
4.2.3.
Data Layout
4.3.
Vertex Processing
4.3.1.
Vertex Shader Execution
4.3.2.
Vertex Transformation
4.3.3.
Attribute Interpolation Setup
4.4.
Tessellation Stage
4.4.1.
Tessellation Control Shader
4.4.2.
Tessellation Primitive Generator
4.4.3.
Tessellation Evaluation Shader
4.4.4.
Patch Processing
4.5.
Geometry Processing
4.5.1.
Geometry Shader Execution
4.5.2.
Primitive Generation
4.5.3.
Primitive Modification
4.6.
Primitive Assembly
4.6.1.
Vertex Grouping
4.6.2.
Primitive Types
4.6.3.
Clipping Preparation
4.7.
Clipping
4.7.1.
View Frustum Clipping
4.7.2.
User-Defined Clipping Planes
4.7.3.
Clipping Algorithms
4.8.
Rasterization
4.8.1.
Primitive to Fragment Conversion
4.8.2.
Fragment Generation
4.8.3.
Interpolation
4.8.4.
Viewport Transformation
4.9.
Fragment Processing
4.9.1.
Fragment Shader Execution
4.9.2.
Per-Fragment Operations
4.9.3.
Color Output
4.10.
Per-Sample Operations
4.10.1.
Scissor Test
4.10.2.
Stencil Test
4.10.3.
Depth Test
4.10.4.
Blending
4.10.5.
Dithering
Previous
3. OpenGL Fundamentals
Go to top
Next
5. Vertex Data and Drawing