http://groups.csail.mit.edu/graphics/classes/6.837/F04/index.html
First Generation -- Wireframes
Second Generation -- Shaded Solids
Third Generation -- Texture Mapping
Fourth Generation -- Programmability
Modern Graphic Pipeline
Application
- Simulation
- Input event handlers
- Modify data structures
- Database traversal
- Primitive generation
- Utility functions
Command
Geometry
Rasterization
Texture
Fragment
Display
Programmable Graphics Hardware
Vertex Shader
Pixel Shader
Multipass
- Render the scene or part of the geometry multiple times
- E.g. shadow map, shadow volume
- But also to get more complex shaders
GPU
Bottlenecks
Other