Intermediate Topic 20 of 49 Graphics, Vision & Media
Rasterization
Converting geometry into fragments on a pixel grid.
How it works
Rasterization is the process of converting geometric primitives, mainly triangles, into pixels. For each triangle, the hardware determines which pixel centers fall inside using edge functions or barycentric coordinates, interpolates vertex attributes such as depth, color, normals and texture coordinates with perspective correction and generates fragments for shading. It is extremely fast and parallel, which is why GPUs use it for real-time rendering, in contrast to ray tracing, which traces rays per pixel. Anti-aliasing methods such as MSAA reduce jagged edges.
Where it is used
Real-time rendering in games, user interfaces, visualization tools and 2D vector rendering use rasterization.
Common pitfall
Aliasing appears at edges and thin features without anti-aliasing. Interpolating attributes linearly in screen space without perspective correction distorts textures. Tiny triangles are inefficient on GPUs because they are shaded in quads. Handle top-left fill rules to avoid gaps or double-drawn edges between adjacent triangles. Rasterization struggles with global effects such as accurate reflections and shadows.
Where it fits in the course
Rasterization is topic 20 of 49 in Graphics, Vision & Media, rated Intermediate. It follows Rendering Pipeline. The next topic is Z-Buffer.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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Related topics
- Rendering Pipeline (Graphics, Vision & Media)
- Z-Buffer (Graphics, Vision & Media)
- Camera and Projection (Graphics, Vision & Media)
- Shading Models (Graphics, Vision & Media)