Lesson 216

Computer Graphics & Rendering

Rasterization vs Ray Tracing

1:00

How a 3D scene made of triangle meshes is turned into a 2D image — covering the transform pipeline, rasterization, the z-buffer, ray tracing, Phong shading, anti-aliasing, and global illumination.

By the end, you can

  • Explain why 3D scenes are represented as triangle meshes and what a vertex is.
  • Trace a vertex through the five stages of the transform pipeline and state what each matrix does.
  • Describe the rasterization algorithm: outer loop, bounding box, inside test, and why it parallelizes on a GPU.
  • Explain how the z-buffer resolves which surface is in front at each pixel without sorting.
  • Contrast rasterization and ray tracing by their outer loop, cost model, and the lighting effects each handles naturally.
  • Identify the three Phong shading terms, state the formula for each, and explain what the shininess exponent controls.
  • Explain what aliasing is and how supersampling and MSAA reduce it.
  • Describe what global illumination adds beyond direct Phong lighting and how path tracing computes it.
  • Classify a rendering task as best suited for rasterization, ray tracing, or a hybrid approach.
Up next in Graphics, DevOps & Cloud Systems
Questions or feedback?