This book describes the Direct3D graphics pipeline, from presentation of scene data to pixels appearing on the screen. The book is organized sequentially following the data °ow through the pipeline from the application to the image displayed on the
Graphics hardware is optimized for rasterizing and solving the visibility of points, lines and polygons. In this paper, we propose a GPU implementation of new graphics primitives (e.g. spheres, cylinders, ellipsoids), which are compatible with the s