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Geometry pipelines
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{{Refimprove|date=April 2009}} Geometric manipulation of modelling primitives, such as that performed by a '''geometry pipeline''', is the first stage in [[computer graphics]] systems which perform image generation based on geometric models. While geometry pipelines were originally implemented in software, they have become highly amenable to hardware implementation, particularly since the advent of [[very-large-scale integration]] (VLSI) in the early 1980s. A device called the '''Geometry Engine''' developed by [[James H. Clark|Jim Clark]] and [[Marc Hannah]] at [[Stanford University]] in about 1981 was the watershed for what has since become an increasingly commoditized function in contemporary image-synthetic [[raster graphics|raster display]] systems.<ref>{{Cite journal | last = Clark | first = James | title = Special Feature A VLSI Geometry Processor For Graphics | pages = 59β68 | journal = Computer | date = July 1980 | volume = 13 | issue = 7 | doi = 10.1109/MC.1980.1653711 | s2cid = 2428227 }}</ref><ref>{{Cite conference |first = James |last = Clark |title = The Geometry Engine: A VLSI Geometry System for Graphics |book-title = Proceedings of the 9th annual conference on Computer graphics and interactive techniques |pages = 127β133 |date = July 1982 |url=https://dl.acm.org/doi/pdf/10.1145/965145.801272 |citeseerx=10.1.1.359.8519 |doi=10.1145/965145.801272 }} </ref> [[Geometric transformation]]s are applied to the vertices of [[polygon]]s, or other geometric objects used as [[geometric primitive|modelling primitive]]s, as part of the first stage in a classical geometry-based graphic image [[Artistic rendering|rendering]] pipeline. Geometric computations may also be applied to transform polygon or repair [[surface normal]]s, and then to perform the [[computer graphics lighting|lighting]] and [[shading]] computations used in their subsequent rendering.
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