Needs a camera/perspective and a scene
aka geometry pipeline
First place camera in origin and rightly oriented.
Then, convert things in the viewing volume of the camera to Image space. This is known as the Viewing transform
This is implemented in the Vertex shader.
Not show things which are not in the camera's view (and also things which are too far or too close
How to not show things which are occluded by other things, and deal with depth..
video, also about Light scattering off of different Material surfaces, etc.