This document discusses basic implementation strategies for 3D graphics pipelines, including clipping and scan conversion. It covers clipping primitives that are outside the view frustum using algorithms that represent primitives as vertex lists. Two common clipping algorithms are described: Cohen-Sutherland clipping, which uses outcodes to efficiently eliminate line segments, and Liang-Barsky clipping, which uses the parametric representation of a line to clip against planes. Scan conversion rasterizes primitives to determine which pixels are affected.