Now we start looking at pixel-based ("screen space" or "image space") algorithms..
Onscreen
Print
Here is a nice tutorial by 'Hexar'.
An animating wireframe
Focus on a single edge or triangle and follow it as it makes a revolution.
'Puss-in-boots' progression, from wireframe to final render
Along with the wireframe are shown animation controls, set up via a process called "rigging". The controls deform the wireframe mesh, causing variations in the pose. The deformed ("animating") wireframe polys get lit and rendered every frame, creating an animation sequence.
An animating wireframe and rendered equivalent
Again, the wireframe is animated by controls that are set up by riggers (the wireframe polys are NOT animated one at a time - groups of them are handled together by the controls).
A single wireframe and render
The first image shows a portion of the wireframe (and a zoomed portion of THAT portion!) that makes up the 'trefoil knot' rendered image shown below it.