Graphics Pipelines for Young Bloods

1 · Jeremy Ong · May 20, 2021, midnight
When I first started graphics programming, I thought about pixels and scanlines first, and later graduated to happily shading 3D geometry via vertex and fragment shaders (circa OpenGL 2.0 and DirectX9 days). It didn’t take us long, however, to grow to a veritable zoo of available techniques. You have forward and deferred, variants of each (tiled, tiled deferred, clustered, clustered deferred), sub-variants like deferred texturing, visibility buffers, and the list goes on. For graphics programmer...