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Computer Graphics · November 14, 2026

Understanding Rasterization

A working outline for an explanation of how geometric primitives are converted into fragments and pixels.

GraphicsFundamentals
Cover illustration for Understanding Rasterization

Working draft: use this as a starting structure, then replace it with the explanation and examples you want to publish.

From shapes to pixels

Rasterization is the stage of a graphics pipeline that determines which screen pixels are covered by geometric primitives such as triangles. It turns a geometric description into fragments that can be processed and eventually contribute to the final image.

A simplified sequence

  1. Prepare geometry. Vertices are transformed into the coordinate spaces used by the graphics pipeline.
  2. Clip and map. Geometry outside the visible region is clipped, and the remaining coordinates are mapped to the viewport.
  3. Find coverage. The rasterizer determines which pixel samples are covered by each primitive.
  4. Interpolate attributes. Values such as depth, texture coordinates and vertex colours are interpolated across the primitive.
  5. Shade and test. Later stages calculate fragment colour and apply tests such as depth and blending before the final image is written.

Questions to explore in the finished article

  • Why are triangles such a common primitive?
  • What is the difference between a geometric primitive, a fragment and a pixel?
  • How do edge rules avoid cracks or double coverage between adjacent triangles?
  • Where do depth testing, interpolation and fragment shading fit?

A practical example

Add a small triangle example, a diagram of screen-space coverage and a simple explanation of how changing vertex positions changes the covered samples.

Takeaway

Rasterization is not simply “drawing a shape on the screen.” It is a set of carefully defined steps that connects geometry to the discrete samples used to produce an image.