Gaming, Graphics & XR

Rasterization

Also known as: rasterisation, raster rendering, rasterized rendering

Rasterization is the technique graphics cards use to turn 3D objects, made of triangles, into the pixels you see on screen.

It projects each triangle onto the screen, works out which pixels it covers, and colours them using shaders. While ray tracing gets the headlines, rasterization still does most of the work in almost every game, because it's dramatically faster.

Rasterization, explained at three levels

At home

Everything in a 3D game is built from tiny triangles. Rasterization is how the computer flattens those triangles onto your screen and fills in the right colours, many times every second.

At work

Rasterization makes real-time 3D graphics possible on phones, consoles, and PCs. It's why interactive product viewers, simulations, and games run smoothly.

Real-world examples

At home

Fatima noticed that in an older game, reflections in a lake vanished when she tilted the camera down. A friend explained it was a rasterization shortcut that only reflects what's already on screen.

At work

Sophie builds an online furniture configurator for a Montreal retailer. Because it uses rasterization through WebGL, customers can rotate sofas smoothly on ordinary laptops and phones.

How it compares

featureRasterizationRay tracing
SpeedVery fastSlower
Reflections and shadowsApproximatedPhysically simulated
Hardware supportEvery GPUNewer GPUs
Best forReal-time graphics everywhereRealistic lighting effects

Rasterization is fast approximation. Ray tracing is slower simulation.

For analysts

For interactive 3D on customer devices, rasterization is the safe default. I'd reserve ray-traced features for audiences with high-end hardware, since most users won't have it.

History & origin

Rasterization grew from 1960s and 1970s computer graphics research, including work at the University of Utah, where Ed Catmull and others developed key techniques such as the depth buffer (Z-buffer), and Henri Gouraud and Bui Tuong Phong created shading methods. Silicon Graphics built rasterization hardware for workstations in the 1980s and 1990s. Consumer 3D graphics cards, such as 3dfx's Voodoo in 1996 and Nvidia's GeForce 256 in 1999, brought it to home computers. Programmable shaders in the 2000s made rasterized graphics far more realistic. In my view, rasterization's decades of clever tricks are why games looked so good long before ray tracing was practical.