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For questions related to the rasterization process, both in terms of GPU hardware and algorithms related to rasterization.

4 votes

Double rasterization work on triangles edges.

That's why the seam between two triangles can be rasterized twice. The seam won't be rasterized twice because of the OpenGL or D3D fill/rasterisation rules. What I think Humus is alluding to is …
Simon F's user avatar
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8 votes
Accepted

What are sample gaps during scan conversion?

Sample gaps will occur if you don't do things "properly". In OpenGL or D3D, assuming a consistent winding order, if you have triangles ABC and CBD, then when a sample point - that is a test during …
Simon F's user avatar
  • 4,336
10 votes
Accepted

Why do adjacent triangles never overlap when rasterized?

This is the same problem as discussed in What are sample gaps during scan conversion? Briefly, rasterisation - at least with the majority of hardware systems - tests at a single 'infinitesimal' point …
Simon F's user avatar
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2 votes

What is the point of having integer-based draw routines in software rasterizer?

The following is really an assorted set of comments: Why integer? Floating-point hardware is (in general) far more complex than integer and so on many (old) CPUs it (a) might not have been available …
Simon F's user avatar
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5 votes

How to use multithreading in 3D software renderer to speed up fetching texture values

It could be that you have to overcome a different bottleneck first. Have you ever read Jim Blinn's "The Truth About Texture Mapping"? (I had a quick search to see if I could find a non-paywalled vers …
Simon F's user avatar
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