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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).
Ideally, a vector image does not have the same problem. Edges and filled areas are represented as mathematical curves or gradients, and they can be magnified arbitrarily (though of course the final image must also be rasterized in to be rendered, and its quality depends on the quality of the rasterization algorithm for the given inputs).
A simple way to parallelize single-color line rasterization is to let multiple line-drawing algorithms draw offset pixels of a certain distance from each other. [2] Another method involves dividing the line into multiple sections of approximately equal length, which are then assigned to different processors for rasterization. The main problem ...
Common raster compression algorithms include run-length encoding (RLE), JPEG, LZ (the basis for PNG and ZIP), Lempel–Ziv–Welch (LZW) (the basis for GIF), and others. For example, Run length encoding looks for repeated values in the array, and replaces them with the value and the number of times it appears.
The DDA method can be implemented using floating-point or integer arithmetic. The native floating-point implementation requires one addition and one rounding operation per interpolated value (e.g. coordinate x, y, depth, color component etc.) and output result.
A two-dimensional vector, a common data type in rasterization algorithms, 2D computer graphics, graphical user interface libraries. 2.5D Also pseudo 3D. Rendering whose result looks 3D while actually not being 3D or having great limitations, e.g. in camera degrees of freedom. 3D graphics pipeline
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Real-time rendering uses high-performance rasterization algorithms that process a list of shapes and determine which pixels are covered by each shape. When more realism is required (e.g. for architectural visualization or visual effects) slower pixel-by-pixel algorithms such as ray tracing are used instead. (Ray tracing can also be used ...