This document provides an overview of the graphics pipeline in the PlayStation 3 (PS3) as presented by Cedric Perthuis. It describes the key hardware components like the Cell processor with its SPEs and RSX graphics processor. It also discusses the software APIs like PSGL, a version of OpenGL ES, and extensions developed for the PS3. Examples are provided of how to utilize the unique hardware architecture, such as using SPEs to preprocess particle system data.