One Man’s Graphics Pipeline


My attempt at constructing a basic graphics pipeline.  The pipleine should load vertices from an established format (ie obj files), transform polygons into screen space, perform lighting calculations and rasterize. 

Emphasis is on understanding the various stages of pipeline optimization rather than competing with DirectX or OpenGL.

It turns out that I have to do this as a TA in Alla Sheffer’s class. Bresenham is included (which is finished). Texture mapping is a BONUS.

The project was difficult because of some problems correcting seams in polygons but very straightforward.  Source can be furnished upon request.

Possible future avenues of the project are interfacing with the GPU to accelerate the pipeline, but this is unlikely to happen.

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