Throughout the history of computer graphics there's 2 main 3D graphics techniques used: depth-buffering & raytracing. Until relatively recently depth-buffering, today's topic, was more popular.
Because depth-buffering's easier to hardware parallalize!
Basically it consists of the steps:
1. Matrix-transform all points
2. Light each point
3. Cull offscreen & backfacing triangles
4. Interpolate within each triangle
5. Finalize "fragment" pixel colours
6. Select frontmost pixel for output
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