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Computer Graphics: Rasterisation and Ray Tracing

Every renderer answers one question first: at this pixel, which surface is visible? There are two ways to answer it, and almost everything else about a graphics system follows from which one it picked. This path builds the transform chain, then rasterisation as a distributed sort with a depth buffer, then ray tracing as a search through a spatial hierarchy. The last lesson explains why the two coexist, and lets you predict which effects will be cheap, which will be faked, and what the artefacts will look like.

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Lessons, in order

  1. 1
    Computer Science
    From Scene to Pixel: The Transform Chain
    Start
  2. 2
    Computer Science
    Rasterisation: Edge Functions and the Z-Buffer
    Start
  3. 3
    Computer Science
    Ray Tracing and the Cost of Asking Anywhere
    Start
  4. 4
    Computer Science
    Sort or Search: Why Both Pipelines Survive
    Start