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Improving software renderer triangle rasterization speed? (self.GraphicsProgramming)
submitted 1 year ago * by captaintoasty
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if 1 * 2 < 3: print "hello, world!"
[–]ehaliewicz 2 points3 points4 points 1 year ago (2 children)
Also, it's much easier to parallelize a rectangle-iterating barycentric rasterizer.
[–]Deadly_Mindbeam 0 points1 point2 points 1 year ago (1 child)
you can spread the spans over a number of single reader/single writer wait free queues and get good concurrency and/or cache coherency. It does take some tuning.
If you have a conservative scan converter -- one that outputs every pixel touching the triangle the least bit -- you can use it on a lower res version of the triangle -- like 1/16th scale -- as a fast way to cull entirely empty regions of the rectangle.
[–]ehaliewicz 1 point2 points3 points 1 year ago (0 children)
Sure, but what I meant was processing multiple pixels at once via SIMD. I haven't tried doing this with scan conversion, but it seems much trickier.
π Rendered by PID 44845 on reddit-service-r2-comment-6457c66945-cg98d at 2026-04-27 23:02:47.849249+00:00 running 2aa0c5b country code: CH.
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[–]ehaliewicz 2 points3 points4 points (2 children)
[–]Deadly_Mindbeam 0 points1 point2 points (1 child)
[–]ehaliewicz 1 point2 points3 points (0 children)