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Khryl

I find a great article elaborating this.
http://www.cs.unc.edu/~olano/papers/2dh-tri/2dh-tri.pdf

kayvonf

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.)

pavelkang

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

ak-47

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