Unit content
Triangle rasterization and pixel coverage
Rasterization converts projected geometric primitives into samples on a raster image.
For a projected triangle, the rasterizer first determines which pixel sample locations or pixel areas are covered by the triangle. Barycentric or edge-function tests provide an efficient inside-triangle criterion.
For every covered location, the renderer produces a fragment carrying interpolated attributes such as depth, color, normal and texture coordinates. A fragment is a candidate contribution to a pixel; later visibility and blending tests determine whether and how it changes the image.
Rasterization is a forward rendering method: geometry is projected toward the image and asks which pixels it covers. This contrasts with ray tracing, where image samples ask which scene geometry is visible along a ray.
Shared-edge rules must be consistent so adjacent triangles neither leave cracks nor shade the same boundary unpredictably.
Rasterization does not itself decide lighting or visibility; it creates the per-pixel candidates on which those later operations act.