Scanline RenderingWikipedia Reference InformationScanline rendering is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of the polygons to be rendered are first sorted by the top y coordinate at which they first appear, then each row or scan line of the image is computed using the intersection of a scan line with the polygons on the front of the sorted list, while the sorted list is updated to discard no-longer-visible polygons as the active scan line is advanced down the picture. The asset of this method is that it is not necessary to translate the coordinates of all vertices from the main memory into the working memory—only vertices defining edges that intersect the current scan line need to be in active memory, and each vertex is read in only once. The main memory is often very slow compared to the link between the central processing unit and cache memory, and thus avoiding re-accessing vertices in main memory can provide a substantial speedup. This kind of algorithm can be easily integrated with the Phong reflection model, the Z-buffer algorithm, and many other graphics techniques. The complete, up-to-date and editable article about Scanline Rendering can be found at Wikipedia: Scanline Rendering http://en.wikipedia.org/wiki/Scanline_rendering
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