Search results
Results from the WOW.Com Content Network
In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, which, when displayed together, create the image which was represented via shapes).
The smiley face in the top left corner is a raster image. When enlarged, individual pixels appear as squares. Enlarging further, each pixel can be analyzed, with their colors constructed through combination of the values for red, green and blue.
3D rasterization is typically part of a graphics pipeline in which an application provides lists of triangles to be rendered, and the rendering system transforms and projects their coordinates, determines which triangles are potentially visible in the viewport, and performs the above rasterization and pixel processing tasks before displaying ...
The pixel pipelines take pixel (each pixel is a dimensionless point) and texel information and process it, via specific matrix and vector operations, into a final pixel or depth value; this process is called rasterization. Thus, ROPs control antialiasing, when more than one sample is merged into one pixel.
Font rasterization is the process of converting text from a vector description (as found in scalable fonts such as TrueType fonts) to a raster or bitmap description. This often involves some anti-aliasing on screen text to make it smoother and easier to read.
Raster-scan display sample; visible gaps between the horizontal scan lines divide each character. A raster scan, or raster scanning, is the rectangular pattern of image capture and reconstruction in television.
The rasterization step is the final step before the fragment shader pipeline that all primitives are rasterized with. In the rasterization step, discrete fragments are created from continuous primitives. In this stage of the graphics pipeline, the grid points are also called fragments, for the sake of greater distinctiveness.
Moreover, it is usual to specify the dimensions in device-independent units, which results in the best possible rasterization on raster devices. From a 3-D perspective, rendering shadows is also much more realistic with vector graphics, as shadows can be abstracted into the rays of light from which they are formed.