Previous | Next --- Slide 24 of 61
Back to Lecture Thumbnails

I find a great article elaborating this.


Excellent @Khryl.

It's known that the algorithm described in that paper was actually how NVIDIA GPUs performed rasterization (without clipping) for a number of years. (Although modern GPUs have reverted back to a more traditional approach based on clipping.)


To which surface are we projecting the point P? And why that surface?


So is w just z here? I'm a little confused why w isn't always 1.