Aside from the generic steps (transformations from object space to world space and then into camera space and from there into screen space. There are other steps in which the scene gets clipped and screen coordinates are calculated) this guy was looking for a more-in depth knowledge on the graphics pipeline specifically the rasterization phase. Study up this bit or at least get an idea of what these steps are about!
Sigiloso
29 de out. de 2010
Direct SDK has a good explanation of all GPUs currently in use. Basically: Input Assembly, Vertex Shader, Geometry Shader, Rasterization Stage, Pixel Shader, Output Merger. (DX11 has a few more stages).