Rendering Pipelines

A rendering pipeline is a series of stages that an application uses to render a 3D scene into a 2D image on the screen. Each stage performs specific operations on the geometry and associated data to transform it and prepare it for display.

Conceptual Rendering Pipeline Diagram

Figure 1: A simplified conceptual rendering pipeline.

Core Stages of a Rendering Pipeline

Modern graphics APIs like DirectX and Vulkan define a programmable rendering pipeline, allowing developers fine-grained control over each stage. While specific implementations may vary, the fundamental stages remain consistent:

1. Input Assembler Stage

This stage is responsible for fetching vertex data from memory buffers and organizing it into primitives (points, lines, triangles) that the pipeline can process. It reads data from vertex buffers and index buffers.

2. Vertex Shader Stage

The vertex shader is a programmable stage that processes each vertex individually. Its primary roles include:

// Example Vertex Shader (HLSL)
struct VertexInput {
    float4 position : POSITION;
    float2 texCoord : TEXCOORD;
};

struct VertexOutput {
    float4 clipPos : SV_POSITION;
    float2 texCoord : TEXCOORD;
};

VertexOutput main(VertexInput input) {
    VertexOutput output;
    output.clipPos = mul(worldViewProjectionMatrix, input.position);
    output.texCoord = input.texCoord;
    return output;
}

3. Tessellation Stages (Optional)

These stages (Hull Shader, Tessellator, Domain Shader) allow for dynamic subdivision of primitives on the GPU, enabling higher detail in scenes by generating more geometry from less complex base models. They are crucial for advanced techniques like adaptive tessellation.

4. Geometry Shader Stage (Optional)

The geometry shader is a programmable stage that can process entire primitives (points, lines, triangles). It can:

While powerful, geometry shaders can be performance-intensive and are often replaced by compute shaders or tessellation for modern workflows.

5. Rasterization Stage

This fixed-function stage takes the transformed primitives (typically triangles) and determines which pixels on the screen are covered by each primitive. It performs:

6. Pixel Shader (Fragment Shader) Stage

The pixel shader is the most computationally intensive programmable stage. It runs for each fragment generated by the rasterizer and determines the final color of the pixel. Its tasks include:

// Example Pixel Shader (HLSL)
Texture2D diffuseTexture : DIFFUSE_TEXTURE;
SamplerState samplerState : SAMPLER_STATE;

struct PixelInput {
    float2 texCoord : TEXCOORD;
};

float4 main(PixelInput input) : SV_TARGET {
    return diffuseTexture.Sample(samplerState, input.texCoord);
}

7. Output Merger Stage

This final stage blends the output of the pixel shader with the existing contents of the render targets. It performs operations such as:

Key Concepts

Understanding the flow of data and transformations through these stages is crucial for efficient and high-quality graphics rendering. Each programmable stage offers opportunities for customization and optimization.

Modern Rendering Techniques

While the core pipeline remains, many modern rendering techniques leverage and extend these stages:

Further Reading