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Pixel 3 civilization beyond earth image12/31/2023 The following image demonstrates this process for a single triangle:Ĭoverage being calculated for a rasterized triangle. In GPU’s, coverage is calculated by testing if the primitive overlaps a single sample point located in the exact center of each pixel 1. Coverage is determined by performing some test to determine if the primitive overlaps a given pixel. This visible set is determined from two things: coverage, and occlusion. These positions are used to determine the set of pixels in the current render target where the triangle will be visible. The rasterization pipeline on a GPU takes as input the vertices of the primitive being rendered, with vertex positions provided in the homogeneous clip space produced by transformation by some projection matrix. Or better yet, read through it and correct my mistakes! Rasterization BasicsĪ modern D3D11-capable GPU features hardware-supported rendering of point, line, and triangle primitives through rasterization. Like the previous article on signal processing, feel free to skip if you’re already an expert. With that in mind I wanted to provide an quick overview of how MSAA works on a GPU, in order to provide the some background material for the following article where we’ll experiment with MSAA resolves. It’s also complicated because really understanding why it works requires at least a basic understanding of signal processing and image resampling. MSAA can be a bit complicated, due to the fact that it affects nearly the entire rasterization pipeline used in GPU’s. Updated - replaced the MSAA partial coverage image with a new image that illustrates subsamples being written to, as suggested by Simon Trümpler. Previous article in the series: Applying Sampling Theory to Real-Time Graphics
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