Graphics Rendering Pipeline
 | Computer graphics is generally, the representation of a 3D scene on a 2D
plane. |
 | Traditionally accomplished using a pipeline to compose transformations
from object space to screen space. |

Object Space (3D)
 | Also called modeling space |
 | Object of unit size centered at origin |
 | Model of object constructed using, typically, triangle strips |
 | glVertex3f(-0.25, 0, 0) |
World Space (3D)
 | Position, rotate, scale object in relation to other objects |
 | Light object |
 | glMatrixMode(GL_MODELVIEW) |
Eye Space (3D)
 | Also called normalized viewing space |
 | Position, rotate, scale object as seen by camera |
 | Clip, remove, objects not visible within camera frustrum |
 | glMatrixMode(GL_PROJECTION) |
Viewport Space (3D)
 | Also called image space |
 | Project objects onto camera's 2D viewport |
 | Clip, remove, hidden surfaces |
Screen Space (2D)
 | Scale object to device coordinates, based on dimensions of window on screen |
 | Scan convert, rasterize, object from geometry to pixels |
 | Color object based on capabilities of hardware |
 | glViewport(0, 0, theWindowWidth, theWindowHeight) |

References
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