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What is "Scanline Racing"

When your GPU displays a new frame on the screen, it transfers the image over the HDMI cable (or whatever kind) in a process called "scanout". The pixels are sent out in linear order, usually left-to-...
• 23.7k

Is there some kind of Bresenham algorithm or equivalent for scanline rendering a rotated ellipse?

All conics (including rotated ellipses) can be described by an implicit equation of the form H(x, y) = A x² + B xy + C y² + D x + E y + F = 0 The basic principle ...
• 465

Is there some kind of Bresenham algorithm or equivalent for scanline rendering a rotated ellipse?

The classic book Computer Graphics: Principles and Practice (second edition) by Foley, van Dam, et al. describes such an algorithm in section 19.2. The explanation in the book seems to come from an ...
• 714
Accepted

Why is the scan line filling algorithm so seemingly over complicated?

The scan-line algorithm (as described on Wikipedia for instance) is concerned with generating the pixels in order, left-to-right and top-to-bottom, with each pixel needing to be touched only once. It ...
• 23.7k
Accepted

A solution to sprite visibility in a raycasting engine with variable wall heights?

Congratulations for having progressed so far. Context, first analysis Your explanation: I am using a z-buffer, with one stored length to a wall for the x coordinate of each ray. Means the z-buffer ...
1 vote
Accepted

Is drawing Bezier curve with scanline algorithm possible with Vulkan?

The typical solution is to compute a bounding structure using triangles that would be transformed by the vertex shader. The bounding structure is computed to be large enough to fit the entire curve ...
• 2,119
1 vote

What is "Scanline Racing"

The great thing is we can finally predict scan-line exact raster accuracy with no access to a per-scanline query: https://www.youtube.com/watch?v=OZ7Loh830Ec I have come up with the exact ...
• 111

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