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{{Refimprove|date=April 2009}}
Geometric manipulation of
| last = Clark
| first = James
| title = Special Feature A VLSI Geometry Processor For Graphics
| pages = 59–68
|
| date = July 1980
| volume = 13
| issue = 7
}}</ref><ref>{{Cite conference▼
| 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
|
|pages = 127–133
|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.
==History==
Hardware implementations of the geometry pipeline were introduced in the early [[Evans & Sutherland]] [[Picture System]], but perhaps received broader recognition when later applied in the broad range of graphics systems products introduced by [[Silicon Graphics]] (SGI).
More recently, perhaps dating from the late 1990s, the hardware support required to perform the manipulation and rendering of quite complex scenes has become accessible to the consumer market.
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== See also ==
* [[
* [[Graphics pipeline]] (include [[Pixel pipeline]])
* [[Rasterisation]]
* [[Open Graphics Project]]
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==References==
{{Reflist}}
{{Graphics Processing Unit}}
[[Category:3D computer graphics]]
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