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Posted by PaulHoule 4 days ago

Implementing a tiny CPU rasterizer (2024)(lisyarus.github.io)
87 points | 17 comments
delta_p_delta_x 5 hours ago|
This is a great resource. Some others along the same lines:

TinyRenderer: https://haqr.eu/tinyrenderer/

ScratchAPixel: https://www.scratchapixel.com/index.html

3D Computer Graphics Programming by Pikuma (paid): https://pikuma.com/courses/learn-3d-computer-graphics-progra...

Ray-tracing:

Ray Tracing in One Weekend: https://raytracing.github.io/

Ray Tracing Gems: https://www.realtimerendering.com/raytracinggems/

Physically Based Rendering, 4th Edition: https://pbr-book.org/

Both:

Computer Graphics from Scratch: https://gabrielgambetta.com/computer-graphics-from-scratch/

I'll also link a comment[1] I made a while back about learning 3D graphics. There's no better teacher than manually implementing the rasterisation and ray-tracing pipelines.

[1]: https://news.ycombinator.com/item?id=46410210#46416135

ggambetta 4 hours ago||
May I add Computer Graphics From Scratch, which covers both rasterization and raytracing? https://gabrielgambetta.com/computer-graphics-from-scratch/i...

I have to admit I'm quite surprised by how eerily similar this website feels to my book. The chapter structure, the sequencing of the concepts, the examples and diagrams, even the "why" section (mine https://gabrielgambetta.com/computer-graphics-from-scratch/0... - theirs https://lisyarus.github.io/blog/posts/implementing-a-tiny-cp...)

I don't know what to make of this. Maybe there's nothing to it. But I feel uneasy :(

delta_p_delta_x 4 hours ago||
Ah yes, great book; thanks for pointing it out. Added to the list.

As for similarity, I think the sections you've highlighted are broadly similar, but I can't detect any phrase-for-phrase copy-pasting that is typical of LLM or thesaurus find-replace. I feel that the topic layout and the motivations for any tutorial or course covering the same subject matter will eventually converge to the same broad ideas.

The website's sequence of steps is also a bit different compared to your book's. And most telling, the code, diagrams, and maths in the website are all different (such assets are usually an instant giveaway of plagiarism). You've got pseudocode; the website uses the C++ standard library to a great extent.

If it were me, I might rest a little easier :)

lisyarus 3 hours ago||
Hi! Blog post author here. I have heard the "Computer Graphics from Scratch" book before, but I haven't read it myself, so it would be quite hard for me to plagiarize it. I guess some similarities are expected when talking about a well-established topic.
gopla 4 hours ago|||
An additional resource on rasterisation, using the scan conversion technique:

https://kristoffer-dyrkorn.github.io/scanline-rasterizer/

Levitating 1 hour ago||
I can vouch for scratchapixel, it taught me the basics of 3d projection
Sohcahtoa82 38 minutes ago||
I tried doing this in Python a bit ago. It did not go well and it really showed how SLOW Python really is.

Even with just an 1280x720 window, setting every pixel to a single color by setting a value in a byte array and then using a PyGame function to just give it a full frame to draw, I maxed out at like 10 fps. I tried so many things and simply could not get any faster.

nottorp 1 hour ago||
With the discrete GPUs pricing themselves out of the consumer space, we may actually need to switch back to software rendering :)
feelamee 4 hours ago|
> Triangles are easy to rasterize

sure, rasterizing triangle is not so hard, but.. you know, rasterizing rectangle is far far easier

qingcharles 3 hours ago||
Rasterizing triangles is a nightmare, especially if performance is a goal. One of the biggest issues is getting abutting triangles to render so you don't have overlapping pixels or gaps.

I did this stuff for a living 30 years ago. Just this week I had Deep Think create a 3D engine with triangle rasterizer in 16-bit x86 for the original IBM XT.

ralferoo 52 minutes ago|||
It's fairly easy to get triangle rasterisation performant if you think about the problem hard enough.

Here's an implementation I wrote for the PS3 SPU many moons ago: https://github.com/ralferoo/spugl/blob/master/pixelshaders/t...

That does perspective correct texture mapping, and from a quick count of the instructions in the main loop is approximately 44 cycles per 8 pixels.

The process of solving the half-line equation used also doesn't suffer from any overlapping pixel or gaps, as long as both points are the same and you use fixed point arithmetic.

The key trick is to rework each line equation such that it's effectively x.dx+y.dy+C=0. You can then evaluate A=x.dx+y.dy+C at the top left of the square that encloses the triangle. Every pixel to the right, you can just add dx, and every pixel down, you can just add dy. The sign bit indicates whether the pixel is or isn't inside that side of the triangle, and you can and/or the 3 side's sign bits together to determine whether a pixel is inside or outside the triangle. (Whether to use and or or depends on how you've decided to interpret the sign bit)

The calculation for the all the values consumed by the rasteriser (C,dx,dy) for all 3 sides of a triangle, given the 3 coordinates is here: https://github.com/ralferoo/spugl/blob/db6e22e18fdf3b4338390...

Some of the explanations I wrote down while trying to understand Barycentric coordinates (from which this stuff kind of just falls out of), ended up here: https://github.com/ralferoo/spugl/blob/master/doc/ideas.txt

(Apologies if my memory/terminology is a bit hazy on this - it was a very long time ago now!)

IIRC in terms of performance, this software implementation filling a 720p screen with perspective-correct texture mapped triangles could hit 60Hz using only 1 of the the 7 SPUs, although they weren't overlapping so there was no overdraw. The biggest problem was actually saturating the memory bandwidth, because I wasn't caching the texture data as an unconditional DMA fetch from main memory always completed before the values were needed later in the loop.

qingcharles 10 minutes ago|||
It's definitely not "fairly easy" once you get into perspective-correct texture-mapping on the triangles, and making sure the pixels along the diagonal of a quad aren't all janky so they texture has an obvious line across it. Then you add on whatever methods you're using to light/shade it. It gets horrible really quick. To me, at least!
ralferoo 29 minutes ago|||
Forgot to add, that when you're calculating these fixed values for each triangle, you can also get the hidden surface removal for free. If you have a constant CW or CCW orientation, the sign of the base value for C tells you whether the triangle is facing towards you or away.
qingcharles 9 minutes ago||
It does, but all hell breaks loose if you start having translucent stuff going on :(
nottorp 1 hour ago|||
> One of the biggest issues is getting abutting triangles to render so you don't have overlapping pixels or gaps. > I did this stuff for a living 30 years ago.

So you did CAD or something like that? Since that matters far less in games.

qingcharles 1 hour ago||
It still looks janky in games. Look at any old 8/16-bit pre-GPU games. Getting this stuff right is hard.
maximilianburke 3 hours ago||
…as long as all points are co-planar.