Projects primitives to the screen and fills the pixels they cover. Cost scales with primitives times coverage, and visibility comes free from a depth buffer.
supersedescorrects · extends
classifiesspecializes · part-of
substitutes forapproximates · alternative-to
depends onrequires · validates
Colour is the family; a dashed line is the second member of it.
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requiresdoes not work without Polygon Meshit fills projected primitives, not implicit surfaces
requiresdoes not work without Z-Bufferper-pixel depth is what makes visibility local
Referenced by
extendsBack-Face Culling adds capability to thishalf a closed mesh can never face the camera
specializesForward Shading is a specific case of thisshades each fragment as its triangle is filled
extendsFrustum Culling adds capability to thisgeometry off screen still costs vertex work otherwise
requires3D Gaussian Splatting does not work without thisthe speed comes from sorted alpha-blended splatting
correctsLevel of Detail fixes a defect in thisdistant meshes otherwise cost far more than they show
extendsMeshlets and Mesh Shaders adds capability to thisculls per cluster instead of per triangle or per object