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Rasterization

Rasterization is the process of converting vector graphics or geometric primitives into a raster image composed of discrete picture elements called pixels. It is the core operation in most real-time rendering pipelines, enabling smooth display on raster devices such as computer monitors and mobile screens.

In a typical 3D graphics pipeline, a scene is transformed by vertex programs into screen-space coordinates.

Key characteristics of rasterization include its speed and compatibility with hardware acceleration. It relies on a

Rasterization is widely used for real-time rendering in video games and interactive graphics due to its efficiency

After
clipping
and
perspective
division,
a
rasterizer
determines
which
pixels
are
covered
by
each
primitive,
usually
a
triangle.
For
every
covered
pixel,
a
fragment
(potential
pixel)
is
produced
with
interpolated
attributes—such
as
color,
texture
coordinates,
and
depth.
A
fragment
shader
then
computes
the
final
color
and
other
per-fragment
data.
The
resulting
color
is
written
to
a
frame
buffer
after
depth
testing,
blending,
and
optional
stencil
operations.
depth
(z-buffer)
to
resolve
visibility
and
typically
uses
perspective-correct
interpolation
to
preserve
geometric
accuracy
across
the
primitive.
To
reduce
jagged
edges,
various
anti-aliasing
techniques
are
employed,
such
as
multisample
anti-aliasing
(MSAA)
and
post-processing
methods
like
FXAA
or
TXAA.
and
predictability.
It
is
often
contrasted
with
ray
tracing,
which
simulates
light
paths
for
higher
realism
but
can
be
computationally
heavier.
In
modern
engines,
hybrid
approaches
combine
rasterization
with
selective
ray
tracing
to
balance
performance
and
visual
quality.