#rasterization
Someone finally wrote the paper I've been waiting for a literal decade: μSkia, a formal semantics for 2D drawing so you can prove optimizations correct like "blending with alpha=1 is associative so rearrange the folds as you wish"

Holy crap this is so hype arxiv.org/abs/2603.23696
Semantics for 2D Rasterization
Rasterization is the process of determining the color of every pixel drawn by an application. Powerful rasterization libraries like Skia, CoreGraphics, and Direct2D put exceptional effort into drawing...
arxiv.org
September 19, 2026 at 11:18 PM
Rasterization is like forcefem for vectors.
November 25, 2023 at 1:35 PM
Huh, so I may have finally found a trick for good line rasterization outside of OpenGL Core.

Vertex shader stores the coordinates for each pair of verts, then in fragment I test them with a Bresenham line function, discarding pixels outside the line (& use conservative rasterization to avoid gaps).
March 8, 2026 at 3:00 AM
This is a great introduction to differentiable / inverse rendering - rasterization specifically.
I've read through it and am currently working on implementing some things.
jjbannister.github.io/tinydiffrast/
TinyDiffRast
A tiny course on differentiable rasterization.
jjbannister.github.io
January 2, 2026 at 7:33 PM
Excited to share that our paper, "Semantics for 2D Rasterization" was accepted at OOPSLA'26!

https://
arxiv.org/abs/2603.23696

I will be presenting this work in Oakland at OOPSLA'26, so lets chat if you are interested in languages for graphics!
Semantics for 2D Rasterization
Rasterization is the process of determining the color of every pixel drawn by an application. Powerful rasterization libraries like Skia, CoreGraphics, and Direct2D put exceptional effort into drawing...
arxiv.org
September 17, 2026 at 12:33 AM
WIP: sticking my head inside a cell.

I've been focusing on rendering performance and quality. I implemented a really fast first pass spatial denoiser, improved sampling, fixed rate rasterization artifacts, and fixed sphere rasterization artifacts.

#applevisionpro #gamedev #graphics
November 15, 2024 at 7:33 PM
Wrote & published a short shader for achieving better pixel-perfect line rasterization for MeshTopology.Lines meshes in Unity.

gist.github.com/ompuco/82fd6...
March 8, 2026 at 3:58 AM
inline ray tracing in Vulkan is so much simpler than rasterization because creating a pipeline looks like this vs this 🫠
September 22, 2026 at 11:19 PM
Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering

svraster.github.io
February 22, 2025 at 11:49 AM
if you would consult the diagram
May 12, 2026 at 11:37 PM
2025 seems like a great year for software rasterization
March 28, 2025 at 5:56 PM
“Render unto Caesar” is actually a teaching on digital image rasterization.
March 30, 2025 at 4:08 AM
Now I can show just how FUCKED the old line rasterization looks, entirely in the same render.
March 8, 2026 at 3:11 AM
a jpeg? you're sending me a jpeg? are you an infant? are you an actual baby rolling around on the ground, a tiny baby who doesnt understand rasterization, sending assets that are mildly harder to work with in photoshop because you're sucking on your baby pacifier instead of doing your job properly??
August 7, 2026 at 9:34 PM
Google rasterization
November 29, 2025 at 6:33 PM
come warm yourself by my 100% FPGA logic 3D rasterization pipeline… while the geometry engine (also logic) cubes.
February 2, 2026 at 9:14 PM
I'm starting the tutorial series on writing your own CPU rasterization engine! It will be huge, so I'll publish it piece by piece. The first three articles are already live 🥰
lisyarus.github.io/blog/posts/i...
Implementing a tiny CPU rasterizer
lisyarus.github.io
November 1, 2024 at 10:48 AM
Do not insert rasterization up your alley.
December 13, 2025 at 12:56 PM
Compute shader rasterization!! 💪
February 13, 2026 at 6:14 AM
software rasterization #screenshotsaturday
July 4, 2026 at 3:41 PM
Gonna start showing off some clips from my SM64 engine as features become more polished. Today's showcase is a realistic shadow for Mario. This is not PC port and can run on the N64. No blobs, just pure rasterization.
May 27, 2025 at 2:24 AM
to be devil's advocate: i've heard that having a full raytracing render pipeline is architecturally simplier than having to do rasterization but i think most of the raytracing stuff games have done are just "ooo look at our fancy rain puddles"
September 22, 2026 at 2:00 PM
With the new @sebastianlague.bsky.social's video www.youtube.com/watch?v=yyJ-... I remind you of my (half-finished) CPU rasterization tutorial series: lisyarus.github.io/blog/posts/i...
Coding Adventure: Software Rasterizer
YouTube video by Sebastian Lague
www.youtube.com
May 30, 2025 at 1:53 PM
I will never under any circumstances "google rasterization". Grow up
November 29, 2025 at 6:35 PM