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chenh1

The fragment generation is essentially the discretization of the primitives. As we know, the image is represented as the pixels while the primitives are represented as the 2D coordinates. The rendering process should assign each pixels into their primitives. However, we can not perfectly keep consistent with the lines and edges of primitives because of the discreteness. There are a bunch of rasterization algorithms to tackle with situation and make the final rendering as realistic as possible.

efang

@chenh1 to add to the above, postprocessing algorithms, such as trilinear filtering, anisotropic filtering, the numerous kinds of anti-aliasing, are all part of the rasterization pipeline and are all designed to reduce the noticeability of "aliasing", which is an inevitable artifact of the discretization of primitive geometries when rasterizing.