The question underneath all rendering
A scene is a set of surfaces in three dimensions. An image is a grid of pixels. Rendering is the map between them, and it splits cleanly into two problems.
The first is visibility: for this pixel, which surface is seen? The second is shading: given that surface, what colour is it? Shading is where the physics lives, and the lesson Rendering as an Integral treats it as the integral equation it really is.
This cursus is about the first problem, because visibility is what forces the architecture. The two dominant renderer designs are two different answers to it, and almost every performance characteristic of a graphics system follows from which answer it picked.
Before either answer can be given, the geometry has to be expressed in a space where the question is easy to ask. That is what the transform chain is for.

