Every image on a screen is a rectangular grid of colored pixels. The 3D world inside a game or animation is made of triangles. Rasterization is the step that bridges the two: it converts each triangle, defined by three floating-point vertices in screen space, into the exact set of pixels it covers.
The idea dates to the early 1970s and is deceptively simple. For each triangle, scan from its topmost point to its bottommost, one horizontal row (scanline) at a time. On each scanline, compute where the left and right edges of the triangle cross that row, then fill every pixel between those two crossing points. Repeat for every triangle, and you have an image.
What makes rasterization remarkable is not its cleverness but its raw throughput. A modern game renders tens of millions of triangles per frame at sixty frames per second. The GPU achieves this by running thousands of tiny fill units in parallel, each handling a small tile of pixels simultaneously — the same scanline logic, just massively replicated. No smarter algorithm is needed: sheer parallelism wins.
Rasterization contrasts with ray tracing, where a ray is cast from each pixel into the scene to find what it hits. Ray tracing is more physically accurate but far more expensive per pixel; rasterization goes the other way — from triangles out to pixels — and is orders of magnitude faster for real-time work.
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