Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Scanline rendering
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{short description|3D computer graphics image rendering method}} [[File:Scan-line algorithm.svg|thumbnail|right|Scan-line algorithm example]] '''Scanline rendering''' (also '''scan line rendering''' and '''scan-line rendering''') is an algorithm for [[Hidden-surface determination#Visible surface determination|visible surface determination]], in [[3D computer graphics]], that works on a row-by-row basis rather than a [[polygon]]-by-polygon or [[pixel]]-by-pixel basis. All of the polygons to be rendered are first sorted by the top y coordinate at which they first appear, then each row or [[scan line]] of the image is computed using the intersection of a scanline with the polygons on the front of the sorted list, while the sorted list is updated to discard no-longer-visible polygons as the active scan line is advanced down the picture. The main advantage of this method is that sorting [[vertex (geometry)|vertices]] along the normal of the scanning plane reduces the number of comparisons between edges. Another advantage is that it is not necessary to translate the coordinates of all vertices from the main memory into the working memory—only vertices defining edges that intersect the current scan line need to be in active memory, and each vertex is read in only once. The main memory is often very slow compared to the link between the central processing unit and [[cache memory]], and thus avoiding re-accessing vertices in main memory can provide a substantial speedup. This kind of algorithm can be easily integrated with many other graphics techniques, such as the [[Phong reflection model]] or the [[Z-buffer]] algorithm.
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)