title: Mathematically compute a simple graphics pipeline
body: <p>I am trying to do / understand all the basic mathematical computations needed in the graphics pipeline to render a simple 2D image from a 3D scene description like VRML. Is there a good example of the steps needed, like <strong>model transformation</strong> (object coordinates to world coordinates), <strong>view transformation</strong> (from world coordinate to view coordinate), <strong>calculation of vertex normals</strong> for lighting, <strong>clipping</strong>, <strong>calculating the screen coordinates</strong> of objects inside the view frustum and <strong>creating the 2D projection</strong> to calculate the individual pixels with colors.</p>