What is Rasterization?

Rasterization converts vector paths, geometric shapes, or three-dimensional primitives into pixels in an image or display buffer. The result has a fixed sampling grid rather than resolution-independent geometry.

How Rasterization works

Rasterization maps transformed geometric primitives onto discrete sample locations and determines which pixels they cover. In a three-dimensional pipeline it follows projection and clipping, then feeds covered fragments into depth testing, shading, blending, and the framebuffer; two-dimensional renderers use the same core coverage problem for paths and glyphs. The chosen output grid, sampling pattern, and compositing rules determine the pixel result that later encoding preserves.

Key facts

  1. Rasterization determines fragment coverage but does not by itself define final color; shaders, textures, depth tests, masks, and blending can alter or discard generated fragments.
  2. Antialiasing estimates partial coverage or uses multiple samples near an edge. It smooths stair steps at the target grid but cannot make the raster resolution-independent.
  3. Thin geometry can fall between sample locations and disappear, while shared edges need consistent fill rules to avoid cracks or double coverage between adjacent primitives.

When Rasterization matters

Rasterize vectors when generating thumbnails, rendering scenes, or targeting a pixel-based format. Select output dimensions and antialiasing first, because later enlargement cannot restore the original geometric precision.

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