作者: Ashraf A. Michail , Kun Zhou , Adrian Secchia , Gregory D. Swedberg
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摘要: In order to render a primitive, the primitive is subdivided into trapezoids and triangles. The subdivision occurs using scanline-aligned lines. These simple regions are further so that divided scanline-boundaried other complex scan shapes. rasterized. One rasterization method uses texture map containing slope-based coverage information edge areas. Gouraud shading may be used provide anti-aliasing effects on trapezoids. also rasterized software rasterizer. Complex scans As data already rasterized, it thereby efficiently transferred GPU.