Rasterisation is one of the typical techniques of rendering 3D models. Compared with other rendering techniques such as ray tracing, rasterisation is extremely fast and therefore used in most realtime 3D engines. However, rasterisation is simply the process of computing the mapping from scene geometry to pixels and does not prescribe a particular way to compute the color of those pixels. The specific color of each pixel is assigned by shading. Shading may be based on physical laws, their approximations or purely artistic intent. The process of rasterising 3D models onto a 2D plane for display on a computer screen is often carried out by fixed function hardware within the graphics pipeline. This is because there is no motivation for modifying the techniques for rasterisation used at render time and a special-purpose system allows for high efficiency.
Triangle rasterization
A common representation of digital 3D models is polygonal. Before rasterization, individual polygons are broken down into triangles, therefore a typical problem to solve in 3D rasterization is rasterization of a triangle. Properties that are usually required from triangle rasterization algorithms are that rasterizing two adjacent triangles
leaves no holes between the triangles, so that the rasterized area is completely filled. And
no pixel is rasterized more than once, i.e. the rasterized triangles don't overlap. This is to guarantee that the result doesn't depend on the order in which the triangles are rasterized. Overdrawing pixels can also mean wasting computing power on pixels that would be overwritten.
This leads to establishing rasterization rules to guarantee the above conditions. One set of such rules is called a top-left rule, which states that a pixel is rasterized if and only if
its center lies completely inside the triangle. Or
its center lies exactly on the triangle edge that is either top or left edge.
A top edge is an edge that is exactly horizontal and lies above other edges, and a left edge is a non-horizontal edge that is on the left side of the triangle. This rule is implemented e.g. by Direct3D and many OpenGL implementations.
Quality
The quality of rasterization can be improved by antialiasing, which creates "smooth" edges. Sub-pixel precision is a method which takes into account positions on a finer scale than the pixel grid and can produce different results even if the endpoints of a primitive fall into same pixel coordinates, producing smoother movement animations. Simple or older hardware, such as PlayStation 1, lacked sub-pixel precision in 3D rasterization.