|  1. Application/Scene 
        
          Scene/Geometry database traversal
          Movement of objects, and aiming and movement of view camera
          Animated movement of object models
          Description of the contents of the 3D world
          Object Visibility Check including possible Occlusion Culling 
          Select Level of Detail (LOD)  2. Geometry 
        
          Transforms (rotation, translation, scaling)
          Transform from Model Space to World Space (Direct3D)
          Transform from World Space to View Space
          View Projection
          Trivial Accept/Reject Culling
          Back-Face Culling (can also be done later in Screen Space)Lighting
          Perspective Divide - Transform to Clip Space
          Clipping
          Transform to Screen Space  3. Triangle Setup 
        
          Back-face Culling (or can be done in view space before lighting)
          Slope/Delta Calculations
          Scan-Line Conversion  4. Rendering / Rasterization 
        
          Shading
          Texturing
          Fog
          Alpha Translucency Tests
          Depth Buffering
          Antialiasing (optional)
          Display   |