rasterisation
2 free lessons tagged rasterisation across Computer Science. Each one is a short sequence of focused steps with narration and a five-question quiz at the end — take them in any order, no signup required.
Sort or Search: Why Both Pipelines Survive
The two renderer architectures are not competing implementations of the same idea. One sorts fragments for a single viewpoint, the other searches for a hit along an arbitrary ray. Reading them that way explains which effects are cheap in each, why production renderers combine them, and what a hybrid actually buys.
Rasterisation: Edge Functions and the Z-Buffer
Rasterisation walks the geometry and asks which pixels each triangle covers. Two ideas make that fast enough for real time: a coverage test that is three linear functions, and a depth buffer that resolves visibility without sorting anything. This lesson builds both and shows why the design maps onto parallel hardware.

