Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 6 of 6

Thread: Triangle rasterization algorithms

  1. #1
    Junior Member Newbie
    Join Date
    Aug 2010
    Posts
    14

    Triangle rasterization algorithms

    Hi!
    I'm looking for a fast triangle rendering algorithm and I'm interested in what graphics chip manufacturers use.
    There are two well known algorithms.
    First algorithm uses barycentric coordinates. It is very useful algorithm for shadowing triangles and it is easy for iteration realization. But I have to use bounding box and have to waste a lot of time for checking pixels that outside triangle.
    Second algorithm is a slope based.
    Both of them have a cost setup time and not suited for rendering of a small triangles.

  2. #2
    Super Moderator OpenGL Lord
    Join Date
    Dec 2003
    Location
    Grenoble - France
    Posts
    5,655

    Re: Triangle rasterization algorithms

    ->"What graphics chip manufacturers use" : you mean, in the silicon ??
    Guess what, Intel's Larrabee attempted to do that with generic cpus and apparently failed.
    Do you want help for a software or an hardware implementation ?
    Have you read these pages, especially Chapter 5 with a special technique optimized for small triangles :
    http://www.bluesnews.com/abrash/

  3. #3
    Junior Member Newbie
    Join Date
    Aug 2010
    Posts
    14

    Re: Triangle rasterization algorithms

    Thank you for the article.
    First of all I'm interested in hardware implementation, but software is acceptable. I have an fpga board so I can implement it in hardware. I'm going to research in this direction.

  4. #4
    Member Regular Contributor
    Join Date
    Apr 2007
    Posts
    271

    Re: Triangle rasterization algorithms

    Marc Olano claims his paper is used in hardware:

    http://www.csee.umbc.edu/~olano/

    "Major accomplishments:
    Developed a homogeneous (clipless) rendering technique used in many generations of PC graphics processors.
    "
    Olano, Marc and Trey Greer, "Triangle Scan Conversion Using 2D Homogeneous Coordinates", Proceedings of the 1997 SIGGRAPH/Eurographics Workshop on Graphics Hardware (Los Angeles, CA, August 2-4, 1997), ACM SIGGRAPH, New York, 1995.

    http://www.csee.umbc.edu/~olano/pape...ex.html#tri2dh

    html: http://www.csee.umbc.edu/~olano/papers/2dh-tri/
    pdf: http://www.csee.umbc.edu/~olano/pape...ri/2dh-tri.pdf

  5. #5
    Junior Member Newbie
    Join Date
    Aug 2010
    Posts
    14

    Re: Triangle rasterization algorithms

    Thanks! Very interesting

  6. #6
    Member Regular Contributor
    Join Date
    Apr 2007
    Posts
    271

    Re: Triangle rasterization algorithms

    Also, as I always do, I recommend buying the book "real-time rendering, third edition". There are several chapters about GPU hardware.

    http://www.realtimerendering.com/

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •