#Rasterizing
I do think people--especially beginners & overworked contractors--sometimes abuse 3D models, just extracting lines or rasterizing the layer instead of redrawing it appropriately for the piece.

But that just results in a piece that's kinda ugly, not unethical haha
December 13, 2025 at 11:27 PM
2019 God of War's Dual Depth implementation. I still have a few issues to solve 🤔
CPU Performance is 💩because Niagara's RigidMeshCollision interface lack a much needed rasterizing function, so I had to re-implement it from scratch in BPs for this proof of concept😅
December 8, 2025 at 12:23 AM
… pretty sure I could print it on my wide format in 3/4 passes. It looks between 9-12 feet wide and about 60 feet long. That’s not even a full roll of paper nor a full set of ink cartridges. Line up the seams, tape them down. Rasterizing an image for that kind of print is simply not that hard.
October 21, 2025 at 5:26 AM
Interesting semantics around OpenGL viewports, pixel indexing with gl_FragCoord is global, and does not adjust to the viewport base point... needed to pass in the zero point to get the gl_FragCoord interface I'm used to
April 29, 2025 at 2:56 PM
back in college the older system programmer objected to replacing the old'n'busted `lprNG` printing system with CUPS, claiming you couldn't do proper page accounting, that the only way to do it would involve rasterizing the pages and counting them, which would let him cheat accounting by […]
Original post on infosec.exchange
infosec.exchange
September 5, 2025 at 9:46 PM
Nah I can tell you for a fact that won't help. Drawing requires low latency input, which isn't possible with higher than normal CPU usage. Turning off hardware acceleration for a 2K screen increases CPU usage by a fuckload. GPUs are made for rasterizing graphics, turning it off causes more problems.
July 22, 2025 at 4:03 AM
I don't have shaders, it's a fixed-function pipeline CPU rasterizer! But yes, I'm doing exactly what GPUs do - rasterizing in groups of 2x2 pixels in order to compute the derivatives.
October 30, 2024 at 12:21 AM
🚀 Efficiency and quality
• Surface rendering → fast but miss fuzz.
• Volume rendering → high capacity but not efficient.
• We skip sorting, skip empty space and samples number (3‑9) that are found by rasterizing smooth, lightweight meshes → quality approaching 3DGS, much higher rendering efficiency.
May 5, 2025 at 1:00 PM
Very nice! Does it rely on rasterizing out the geometry? If so how does it handle two faces in the same pixel? (Like if you zoom out a bunch so everything overlaps in screen space)
November 19, 2024 at 6:51 PM
Yeah, it's a bad design on that front, on top of charging a massive premium this generation for a 'AI' processor with some display outputs slapped on that only has a small actual increase in rasterizing speed over the prior gen. The extra VRAM of the 5090 looks nice for VRC but I'll pass this round.
February 20, 2025 at 10:39 PM
In the back of my mind, I'm worried that I spent all this time wrapping my head around rasterizing polygons, only for the whole world to rug-pull me and say "haha, now we're moving to radiance fields".
March 25, 2025 at 3:37 AM
Zum Dezemberstart haben wir die GPU-Rangliste Rasterizing aktualisiert: 38 GPUs im Benchmark-Vergleich.

Hier geht es zur Rangliste mit Archiv 📊: www.pcgameshardware.de/Grafikkarten...
Grafikkarten-Rangliste 2025: 38 GPUs im Benchmark-Vergleich
Update: Grafikkarten-Rangliste 2025 mit Nvidia-, AMD- und Intel-Grafikkarten: Benchmark-Übersicht mit allen wichtigen Grafikchips.
www.pcgameshardware.de
December 1, 2025 at 11:26 AM
i'm a cross stitcher so anything to do with pixels or rasterizing is always intriguing... art + math!
December 13, 2024 at 10:07 PM
Interesting. I'm taking a vector approach for my roads, expanding them fractally on zoom, and then rasterizing them on demand.

It has some issues currently mostly due to mismatches between the vector representation and the underlying landscape (e.g. near the coast), but nothing insurmountable.
December 3, 2024 at 12:03 PM
Word of the Day: Rasterize

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October 31, 2025 at 10:00 AM
OpenGL virgins be like: glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glVBAVBOPeePeePooPoo...

CPU-rasterizing Chads: uint32_t[width*height]
October 27, 2024 at 1:23 PM
Finished my #ttrpg playtest materials & sent them out, but the process revealed I don't know what rasterizing does.

Partial rasterization: Text on every other page looked fuzzy.
Full rasterization: File blew up to 68Mb but didn't fix the problem.
No rasterization: 1Mb & perfectly legible! 🤔
January 20, 2025 at 5:52 AM
yes thats true but they think rasterizing requires the steady hand of a paid graphic designer so the corner got cut
May 28, 2025 at 2:17 AM
So I'm working on lowering the files sizes, too, by deleting any leftover sketch layers, layers or folders that are still there but toggled off for the final image, rasterizing any shapes and applying any quickmasks. In some cases, I literally just merged whole panel background folders.
💀💀💀
September 10, 2025 at 1:17 PM
Yesss! I've been using Resolve & Affinity and very happy with both!

Except for how Affinity handles sprite-art. Actually sucks real bad with preserving them when you try to scale and how it handles rasterizing.
November 7, 2025 at 5:06 AM
There's a lot more work before I can roll this out to users. But rasterizing this using FreeType + HarfBuzz as opposed to using the browser's canvas means that I can get deterministic rendering across browsers/OSes.
June 3, 2025 at 10:10 PM
I’d expect quadtree or grid yeah, I remember reading lots of articles about them for 2D games.

Maybe you could do something clever with rasterizing the enemies into an ID buffer or something and sampling the pixels for hits.
November 10, 2025 at 12:56 AM
if u see this quote with the energy u bring to blue sky
September 16, 2025 at 4:54 AM
forgot the label printer doesn't do grayscale but just 1-bit black/white so now i'm exporting to 1-bit png and correcting the rasterizing decisions i don't like by hand in gimp.

'cos i'm neurotypical
December 21, 2023 at 11:15 PM