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269:, rasterization is extremely fast and therefore used in most realtime 3D engines. However, rasterization is simply the process of computing the mapping from scene geometry to pixels and does not prescribe a particular way to compute the color of those pixels. The specific color of each pixel is assigned by a
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are a common representation of digital 3D models. Before rasterization, individual polygons are typically broken down into triangles; therefore, a typical problem to solve in 3D rasterization is rasterization of a triangle. Properties that are usually required from triangle rasterization algorithms
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no pixel is rasterized more than once, i.e. the rasterized triangles don't overlap. This is to guarantee that the result doesn't depend on the order in which the triangles are rasterized. Overdrawing pixels can also mean wasting computing power on pixels that would be
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is a method which takes into account positions on a finer scale than the pixel grid and can produce different results even if the endpoints of a primitive fall into same pixel coordinates, producing smoother movement animations. Simple or older hardware, such as
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leaves no holes (non-rasterized pixels) between the triangles, so that the rasterized area is completely filled (just as the surface of adjacent triangles). And
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its center lies exactly on the triangle edge (or multiple edges in case of corners) that is (or, in case of corners, all are) either
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Pixel precision (left) vs sub-pixel precision (middle) vs anti-aliasing (right)
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edge is an edge that is exactly horizontal and lies above other edges, and a
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Programming ArcObjects with VBA: A Task-Oriented
Approach, Second Edition
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edge is a non-horizontal edge that is on the left side of the triangle.
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The process of rasterizing 3D models onto a 2D plane for display on a
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to guarantee the above conditions. One set of such rules is called a
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file format. Rasterization may refer to the technique of drawing
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Matrices (including transformation matrices) from MathWorld
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is an example of an algorithm used to rasterize lines.
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Conversion of a vector-graphics image to a raster image
257:are used to render circle onto a pixelated canvas.
49:. Unsourced material may be challenged and removed.
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403:, lacked sub-pixel precision in 3D rasterization.
340:its center lies completely inside the triangle. Or
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453:for rasterization in commodity graphics hardware
390:The quality of rasterization can be improved by
710:Michael Abrashâs articles on computer graphics
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308:Rasterizing triangles using the top-left rule
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613:"Rasterization: a Practical Implementation"
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213: 'grid, pattern, schema' and
730:Rasterization, a Practical Implementation
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157:format (shapes) and converting it into a
109:Learn how and when to remove this message
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477:for conversion in the opposite direction
459:for 2D rasterization in printing systems
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205:The term "rasterisation" comes from
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592:. Charlton T. Lewis and Charles Short.
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515:Michael F. Worboys (30 October 1995).
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435:for a typical method in rasterization
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47:adding citations to reliable sources
18:
1083:Inputâoutput memory management unit
542:Kang-Tsung Chang (27 August 2007).
518:GIS: A Computer Science Perspective
13:
681:"PlayStation rasterization issues"
637:"Rasterization Rules (Direct3D 9)"
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366:This rule is implemented e.g. by
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481:Triangulated irregular network
441:for line-by-line rasterization
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445:Rendering (computer graphics)
185:, or to the conversion of 2D
521:. CRC Press. pp. 232â.
447:for more general information
428:Hidden-surface determination
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197:, into a rasterized format.
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576:Online Etymology Dictionary
548:. CRC Press. pp. 91â.
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328:This leads to establishing
149:) is the task of taking an
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433:Bresenham's line algorithm
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243:Bresenham's line algorithm
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255:Midpoint circle algorithm
1113:Video display controller
766:Graphics processing unit
715:Microsoftâs DirectX API
485:digital elevation model
223: 'scraper, rake'.
1489:Television terminology
1228:Shared graphics memory
457:Raster image processor
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300:Triangle rasterization
238:Line drawing algorithm
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1414:Hardware acceleration
1118:Video processing unit
617:www.scratchapixel.com
496:Spatial anti-aliasing
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307:
124:
1484:3D computer graphics
1339:Performance per watt
1108:Texture mapping unit
1057:Unified shader model
418:Sub-pixel resolution
187:rendering primitives
125:Raster graphic image
43:improve this article
1281:Integrated graphics
396:Sub-pixel precision
330:rasterization rules
253:Algorithms such as
1431:Parallel computing
1307:Display resolution
1088:Render output unit
1078:Geometry processor
595:A Latin Dictionary
465:for the source art
439:Scanline rendering
413:Font rasterization
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127:
1479:Computer graphics
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1276:External graphics
1259:Discrete graphics
1223:Memory controller
986:Graphics pipeline
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569:Harper, Douglas.
555:978-1-4200-0918-7
528:978-0-7484-0065-2
451:Graphics pipeline
294:graphics pipeline
273:(which in modern
249:Circle primitives
177:, or stored in a
131:computer graphics
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1436:Vector processor
1419:Image processing
1409:Graphics library
1344:Transistor count
1286:System on a chip
1218:Memory bandwidth
1098:Stream processor
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687:. 4 October 2016
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167:computer display
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153:described in a
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401:PlayStation 1
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171:video display
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161:(a series of
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143:rasterization
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54:Find sources:
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32:This article
30:
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21:
20:
1499:Video signal
1441:Video coding
1042:Tessellation
1012:
952:Architecture
689:. Retrieved
684:
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644:. Retrieved
640:
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620:. Retrieved
616:
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491:Display list
392:antialiasing
389:
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324:overwritten.
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290:screen space
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279:programmable
271:pixel shader
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159:raster image
142:
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41:Please help
36:verification
33:
1424:Compression
1295:Performance
1247:Form factor
1139:Framebuffer
1103:Tensor unit
1093:Shader unit
1025:Ray-tracing
964:Fabrication
939:Intel 2700G
873:3dfx Voodoo
868:NEC ”PD7220
267:ray tracing
1468:Categories
1334:Frame rate
1302:Clock rate
1264:Clustering
1066:Components
846:Radeon Pro
720:OpenGL API
663:OpenGL 4.6
622:2023-10-06
502:References
189:, such as
69:newspapers
1365:Scrolling
1269:Switching
924:VideoCore
370:and many
261:3D images
227:2D images
201:Etymology
183:3D models
1312:Fillrate
991:Geometry
851:Instinct
691:19 April
685:Libretro
646:19 April
571:"raster"
407:See also
368:Direct3D
313:Polygons
191:polygons
1474:Shading
1392:Texture
1322:Texel/s
1317:Pixel/s
1254:IP core
1206:HBM-PIM
1073:Blitter
1047:T&L
1018:Shading
934:Imageon
929:Vivante
919:PowerVR
883:Glaze3D
814:GeForce
780:Desktop
590:rastrum
378:Quality
220:rÄstrum
175:printer
83:scholar
1370:Sprite
1329:FLOP/s
1127:Memory
996:Vertex
979:MOSFET
974:FinFET
904:Adreno
897:Mobile
858:Matrox
841:Radeon
819:Quadro
809:Nvidia
552:
525:
372:OpenGL
211:Raster
207:German
179:bitmap
163:pixels
85:
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1494:Video
1446:Codec
1404:GPGPU
1211:HBM3E
1196:HBM2E
1179:GDDR7
1174:GDDR6
1169:GDDR5
1164:GDDR4
1159:GDDR3
1154:GDDR2
1144:SGRAM
829:Tegra
824:Tesla
787:Intel
667:(PDF)
351:edge.
217:
215:Latin
209:
151:image
141:) or
90:JSTOR
76:books
1453:VLIW
1399:ASIC
1375:Tile
1353:Misc
1238:VRAM
1201:HBM3
1191:HBM2
1149:GDDR
1035:SIMT
1030:SIMD
969:CMOS
914:Mali
693:2020
648:2020
550:ISBN
523:ISBN
361:left
349:left
275:GPUs
193:and
62:news
1186:HBM
1134:DMA
1008:MAC
836:AMD
802:Arc
773:GPU
598:on
357:top
347:or
345:top
173:or
129:In
45:by
1470::
1387:GI
1382:3D
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