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I absolutely agree, drawing rasters or using a vector display (or doing neither, for example doing picking in UX or hitscan in a game) is later in the pipeline.
by jholman 6y ago
I absolutely agree, drawing rasters or using a vector display (or doing neither, for example doing picking in UX or hitscan in a game) is later in the pipeline. I agree about the more complex taxonomy.
But I don't think it's a branching taxonomy? Both can raster-display, both can vector-display, and both can be used for things other than display. I feel like it's just a 2x3 matrix, or maybe I'm missing some rows columns.
I also agree with your other comment that, even though it's not strictly necessary to do any rasters at all (Battlezone), in 99.99% of cases polygon-pushers are more rasterizer-y than ray-tracers. Even if you're not texturing, you're doing depth occlusion checking (again, Battlezone and other wireframe renderers don't, but yeah, niche), and although there may be some way to do depth occlusion without rasters (z-buffer), I dunno what it is and I've never heard of anyone doing it any other way.
I dunno, when I've taught the material that your book covers (on rare occasion, in less-formal settings), I have definitely felt this need for a raytracer-vs-polygon-projecting taxonomy, and definitely felt a need to talk about rasterizing, but not felt a need to talk about rasterizing in the context of the taxonomy.