Quote:Original post by Winograd
Have you looked at this paper:
Triangle Scan Conversion using 2D Homogenous Coordinates
It dodges quite nicely many problems related to projection of 3D triangles to 2D, such as, w component being 0. Basicly, you don't need frustum clipping if you use homogenous rasterizer. I definitely recommend you to at least read the paper.
Also one idea worth investigating is using hierarchical z-buffer, which may improve performance especially in case of high depth complexity scenes.
Hi Winograd!
I know of the paper you mentioned and I took a quit look at it but didn't read it all. I didn't understand everything and I also din't get how to actually draw the triangle to the 2d screen at the end + perspective divide for each pixel is too expensive.
Regarding the hierachical z-buffer: I already thought about this and provided a way for the shader to do it. Basically the shader can remember the minimum z of each 8x8 block and than let the rasterizer reject the whole block if it determins that the minimum expected z value for this block is larger.