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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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Rasterization is one of the typical techniques of rendering 3D models. Compared with other rendering techniques such as
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implementations (even though the specification doesn't define it and only requires a consistent rule).
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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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are that rasterizing two adjacent triangles (i.e. those that share an edge)
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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
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60:. Unsourced material may be challenged and removed.
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351:its center lies completely inside the triangle. Or
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464:for rasterization in commodity graphics hardware
401:The quality of rasterization can be improved by
721:Michael Abrash’s articles on computer graphics
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319:Rasterizing triangles using the top-left rule
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624:"Rasterization: a Practical Implementation"
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224: 'grid, pattern, schema' and
741:Rasterization, a Practical Implementation
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168:format (shapes) and converting it into a
120:Learn how and when to remove this message
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488:for conversion in the opposite direction
470:for 2D rasterization in printing systems
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216:The term "rasterisation" comes from
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603:. Charlton T. Lewis and Charles Short.
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526:Michael F. Worboys (30 October 1995).
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58:adding citations to reliable sources
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1094:Input–output memory management unit
553:Kang-Tsung Chang (27 August 2007).
529:GIS: A Computer Science Perspective
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692:"PlayStation rasterization issues"
648:"Rasterization Rules (Direct3D 9)"
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377:This rule is implemented e.g. by
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492:Triangulated irregular network
452:for line-by-line rasterization
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456:Rendering (computer graphics)
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532:. CRC Press. pp. 232–.
458:for more general information
439:Hidden-surface determination
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587:Online Etymology Dictionary
559:. CRC Press. pp. 91–.
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339:This leads to establishing
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266:Midpoint circle algorithm
1124:Video display controller
777:Graphics processing unit
726:Microsoft’s DirectX API
496:digital elevation model
234: 'scraper, rake'.
1500:Television terminology
1239:Shared graphics memory
468:Raster image processor
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311:Triangle rasterization
249:Line drawing algorithm
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1425:Hardware acceleration
1129:Video processing unit
628:www.scratchapixel.com
507:Spatial anti-aliasing
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1495:3D computer graphics
1350:Performance per watt
1119:Texture mapping unit
1068:Unified shader model
429:Sub-pixel resolution
198:rendering primitives
136:Raster graphic image
54:improve this article
1292:Integrated graphics
407:Sub-pixel precision
341:rasterization rules
264:Algorithms such as
1442:Parallel computing
1318:Display resolution
1099:Render output unit
1089:Geometry processor
606:A Latin Dictionary
476:for the source art
450:Scanline rendering
424:Font rasterization
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1287:External graphics
1270:Discrete graphics
1234:Memory controller
997:Graphics pipeline
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580:Harper, Douglas.
566:978-1-4200-0918-7
539:978-0-7484-0065-2
462:Graphics pipeline
305:graphics pipeline
284:(which in modern
260:Circle primitives
188:, or stored in a
142:computer graphics
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16:(Redirected from
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1430:Image processing
1420:Graphics library
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1229:Memory bandwidth
1109:Stream processor
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698:. 4 October 2016
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412:PlayStation 1
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182:video display
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172:(a series of
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71: –
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65:Find sources:
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43:This article
41:
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18:Rasterization
1510:Video signal
1452:Video coding
1053:Tessellation
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963:Architecture
700:. Retrieved
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655:. Retrieved
651:
642:
631:. Retrieved
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521:
502:Display list
403:antialiasing
400:
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335:overwritten.
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301:screen space
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290:programmable
282:pixel shader
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170:raster image
153:
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52:Please help
47:verification
44:
1435:Compression
1306:Performance
1258:Form factor
1150:Framebuffer
1114:Tensor unit
1104:Shader unit
1036:Ray-tracing
975:Fabrication
950:Intel 2700G
884:3dfx Voodoo
879:NEC µPD7220
278:ray tracing
1479:Categories
1345:Frame rate
1313:Clock rate
1275:Clustering
1077:Components
857:Radeon Pro
731:OpenGL API
674:OpenGL 4.6
633:2023-10-06
513:References
200:, such as
80:newspapers
1376:Scrolling
1280:Switching
935:VideoCore
381:and many
272:3D images
238:2D images
212:Etymology
194:3D models
1323:Fillrate
1002:Geometry
862:Instinct
702:19 April
696:Libretro
657:19 April
582:"raster"
418:See also
379:Direct3D
324:Polygons
202:polygons
1485:Shading
1403:Texture
1333:Texel/s
1328:Pixel/s
1265:IP core
1217:HBM-PIM
1084:Blitter
1058:T&L
1029:Shading
945:Imageon
940:Vivante
930:PowerVR
894:Glaze3D
825:GeForce
791:Desktop
601:rastrum
389:Quality
231:rāstrum
186:printer
94:scholar
1381:Sprite
1340:FLOP/s
1138:Memory
1007:Vertex
990:MOSFET
985:FinFET
915:Adreno
908:Mobile
869:Matrox
852:Radeon
830:Quadro
820:Nvidia
563:
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383:OpenGL
222:Raster
218:German
190:bitmap
174:pixels
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1505:Video
1457:Codec
1415:GPGPU
1222:HBM3E
1207:HBM2E
1190:GDDR7
1185:GDDR6
1180:GDDR5
1175:GDDR4
1170:GDDR3
1165:GDDR2
1155:SGRAM
840:Tegra
835:Tesla
798:Intel
678:(PDF)
362:edge.
228:
226:Latin
220:
162:image
152:) or
101:JSTOR
87:books
1464:VLIW
1410:ASIC
1386:Tile
1364:Misc
1249:VRAM
1212:HBM3
1202:HBM2
1160:GDDR
1046:SIMT
1041:SIMD
980:CMOS
925:Mali
704:2020
659:2020
561:ISBN
534:ISBN
372:left
360:left
286:GPUs
204:and
73:news
1197:HBM
1145:DMA
1019:MAC
847:AMD
813:Arc
784:GPU
609:on
368:top
358:or
356:top
184:or
140:In
56:by
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1398:GI
1393:3D
1371:2D
889:S3
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366:A
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144:,
769:e
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