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  • raster - What does rasterization do to an image? - Graphic Design Stack . . .
    Rasterization can mean different thing in different contexts: In contexts of vector graphics it is the process of turning vector images into pixel images In context of printing it has a similar meaning but to convert into atomic printer operations
  • algorithm - OpenGL line segment rasterization specification - Stack . . .
    , followed by a bunch of rules that would essentially let implementors use Bresenham's algorithm almost as-is Also, the topic 14 6 1 (Basic Polygon Rasterization) explicitly disambiguates a similar case for polygon rasterization: Special treatment is given to a fragment whose center lies on a polygon edge
  • What’s the difference between rasterization and rendering?
    Rasterization is a more specific term that typically means the process of transforming a vector (curve based) image to a rasterized (pixel based) image Share Improve this answer
  • graphics - C++ triangle rasterization - Stack Overflow
    Triangle Rasterization: Bresenham's in 3D 3 Rasterizing a Triangle in Java using 2D array 1
  • Ray Marching advantages over Rasterization - Stack Overflow
    Rasterization is designed to be very fast, and lighting is typically computed on a per-fragment basis in a fragment shader (or pixel shader) Ray casting (a type of ray tracing) actually simulates light rays in a sense, creating a more accurate render, with a much larger computation time
  • nvidia - Direct3D 11. 1s target-independent rasterization (TIR . . .
    Target-independent rasterization (TIR) is a new hardware feature in DirectX 11 1, which Microsoft used to improve Direct2D in Windows 8 AMD claimed that TIR improved performance in 2D vector graphics by some 500% And there was some "war of words" with Nvidia's because Kepler GPUs apparently don't support TIR (among other DirectX 11 1 features)
  • Why does rasterisation perform better than ray tracing?
    Rasterization does not have a complexity O(N) per pixel It has a total complexity of O(NA) where A is the average area (in pixels) of the projected primitives This is because a primitive "knows" where it projects and which pixels it will influence In typical cases, NA is on the order of the image size, let R²
  • Questions about Rasterization: Stochastic Sampling, Pineda Edge . . .
    RASTERIZATION First of all, a typical rasterization algorithm won't iterate over the whole bounding box of the projected triangle like what you are attempting, because that would be way too slow The idea is to: project vertices to image space,
  • Goodbye rasterization, hello NVIDIA neural rendering - [H]ard|Forum
    “You've got neural shaders to "unlock new compression and approximation techniques for next-generation asset generation", neural texture compression for "8x VRAM improvement at similar visual fidelity to traditional block compression at runtime", and neural materials to "compress shader code of
  • General algorithm for rastering vector image - Stack Overflow
    The general rasterization algorithm is this, for each polygon in the image (A polygon is defined as one or more closed curves made from straight line segments and parametric splines - in normal practice these are 2nd-order (conic alias quadratic) and 3rd-order (cubic) Bézier splines





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