Rasterization

Computer Graphics · Geometry and Intersection · rasterization.yaml

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.

Colour is the family; a dashed line is the second member of it.

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G back-face-culling Back-Face Culling rasterization Rasterization back-face-culling->rasterization half a closed mesh can never face the camera forward-shading Forward Shading forward-shading->rasterization shades each fragment as its triangle is filled frustum-culling Frustum Culling frustum-culling->rasterization geometry off screen still costs vertex work otherwise gaussian-splatting 3D Gaussian Splatting gaussian-splatting->rasterization the speed comes from sorted alpha-blended splatting level-of-detail Level of Detail level-of-detail->rasterization distant meshes otherwise cost far more than they show meshlets Meshlets and Mesh Shaders meshlets->rasterization culls per cluster instead of per triangle or per object painters-algorithm Painter's Algorithm painters-algorithm->rasterization polygon-mesh Polygon Mesh rasterization->polygon-mesh it fills projected primitives, not implicit surfaces z-buffer Z-Buffer rasterization->z-buffer per-pixel depth is what makes visibility local shadow-mapping Shadow Mapping shadow-mapping->rasterization the depth image comes from an ordinary raster pass supersampling Supersampling supersampling->rasterization point-sampled coverage aliases on every edge

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