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Triangle rasterization algorithm

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Hello, I’m writing research paper on software rasterization algorithms and at one point I gave example of triangle rasterization algorithm. The algorithm is really basic. If the triangle is flat top or flat bottom it’s possible to determine the minimum and the maximum x values for each scan line using the equation of line for the edges. Then for each scan line fill the pixels between minimum x and maximum x values. If the triangle is of other kind it’s possible to split it to flat top and flat bottom triangles (finding the fourth vertex) and draw it using the previous algorithm. I need to cite a reference for this algorithm. I saw it in some book in the ‘90s and I can’t just write it without a reference. The problem is that I can’t remember where I saw it. I already tried to look at “Computer Graphics: Principles and Practice” but the only similar algorithm there is the polygon rasterization algorithm, which is over engineered for this kind of problem, same with "Computer Graphics: C Version". I also tried to look at “Black Art of 3D Game Programming”, which have similar algorithm but the algorithm that I saw was in another book and slightly different. Anyone know a book with this kind of algorithm? Any help is appreciated. Thanks.

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