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  2. Rasterisation - Wikipedia

    en.wikipedia.org/wiki/Rasterisation

    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).

  3. Font rasterization - Wikipedia

    en.wikipedia.org/wiki/Font_rasterization

    In modern operating systems, rasterization is normally provided by a shared library common to many applications. Such a shared library may be built into the operating system or the desktop environment, or may be added later. In principle, each application may use a different font rasterization library, but in practice most systems attempt to ...

  4. Raster graphics - Wikipedia

    en.wikipedia.org/wiki/Raster_graphics

    In contrast, line art is usually implemented as vector graphics in digital systems. [ 2 ] Transposing an image to covert raster organization (a relatively costly operation for packed formats with less than a byte per pixel); composing an additional raster line reflection (almost free), either before or afterwards, amounts to a 90° image ...

  5. OptiX - Wikipedia

    en.wikipedia.org/wiki/OptiX

    This is meant to allow the OptiX engine to execute the larger algorithm with great flexibility without application-side changes. Commonly, video games use rasterization rather than ray tracing for their rendering. According to Nvidia, OptiX is designed to be flexible enough for "procedural definitions and hybrid rendering approaches".

  6. Irregular Z-buffer - Wikipedia

    en.wikipedia.org/wiki/Irregular_Z-buffer

    The irregular Z-buffer is an algorithm designed to solve the visibility problem in real-time 3-d computer graphics. It is related to the classical Z-buffer in that it maintains a depth value for each image sample and uses these to determine which geometric elements of a scene are visible.

  7. Render output unit - Wikipedia

    en.wikipedia.org/wiki/Render_output_unit

    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.

  8. Bresenham's line algorithm - Wikipedia

    en.wikipedia.org/wiki/Bresenham's_line_algorithm

    Bresenham's line algorithm is a line drawing algorithm that determines the points of an n-dimensional raster that should be selected in order to form a close approximation to a straight line between two points.

  9. Image tracing - Wikipedia

    en.wikipedia.org/wiki/Image_tracing

    Vectorization is usually inappropriate for continuous tone images such as portraits. The result is often poor. For example, many different image tracing algorithms were applied to a 25 kB JPEG image. The resulting vector images are at least a factor of ten larger and may have pronounced posterization effects when a small number of colors are used.