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scanlinebased

Scanlinebased refers to a class of rasterization techniques in computer graphics that generate images by processing horizontal lines, or scanlines, from top to bottom. For each scanline, the algorithm determines where it intersects polygons, then fills the corresponding pixel spans. This approach converts geometric primitives into screen pixels in a systematic, line-by-line fashion, often combining depth testing and texture shading during span filling.

A typical scanline-based implementation uses data structures such as an edge table (ET) and an active edge

Historically, scanline-based rendering was central to software rasterizers and early hardware pipelines before depth-buffered rasterization became

In modern graphics, scanline concepts underpin the rasterization stage of GPUs, though implementations are highly optimized

table
(AET).
The
ET
organizes
polygon
edges
by
their
vertical
extents;
as
the
scanline
advances,
edges
enter
and
exit
the
AET.
Each
active
edge
provides
an
x-intersection
that
is
updated
incrementally,
and
spans
are
filled
between
pairs
of
intersections.
This
yields
efficient,
cache-friendly
fill
operations
and
supports
extensions
for
anti-aliasing,
perspective-correct
texture
mapping,
and
shading.
dominant.
The
method
scales
with
the
number
of
pixels
in
the
output
and
performs
well
for
scenes
with
moderate
polygon
complexity.
However,
it
requires
careful
handling
of
overlapping
polygons,
holes,
and
transparency,
which
can
complicate
sorting
and
depth
considerations.
and
parallelized.
The
approach
remains
foundational
in
software
renderers
and
in
educational
contexts,
where
it
illustrates
core
ideas
of
converting
geometric
primitives
into
pixel
data
and
the
trade-offs
involved
in
efficient
image
generation.