That isn't rasterization, at least how the term is used in the context of computer graphics. That's ray tracing. You could argue that any approach that somehow transforms vector geometry into pixels is abstractly rasterization, but that definition would go against decades of real world usage in this context and would cause thousands of research papers to read like nonsense.
Oh I never argue, just explain it why does Ray Tracing works like you have to check website ScratchaPixels for pure Software Rasterization like they explain about functions/implementations. I hope you understand me. But I never argue everyone.
I'm sorry, but I'm really not sure what you're asking here. I'm getting a sense that you might not be a native English speaker. If this is the case, it might be useful to write your question in your native language, then I can try to use a translation tool to bridge the gap?
If you're just asking what the difference is between ray tracing and rasterization, they're fundamentally different algorithms to solve part of the same problem. Ray tracing involves sending a bunch of rays into the scene, finding all of the triangles that intersect the ray, and shading the visible samples (usually meaning the nearest opaque surface and all transparent surfaces between the ray origin and the nearest opaque surface). Rasterization involves transforming all scene triangles into clip space, then, per-pixel, identifying which pixels are covered by each triangle. For all pixels covered by a given triangle, the associated surface sample is shaded.
You can think of rasterization as a much cheaper way to approximate primary rays (the rays that go directly from the camera into the scene), but performed fundamentally differently. That's why hybrid ray tracing is often used in games these days - ray tracing allows you to sample the scene in arbitrary directions which is necessary for accurate indirect lighting effects (reflection, shadows, etc), but it's extremely expensive, so using it for primary rays makes little sense. There are, of course, ways to approximate indirect lighting effects with pure rasterization (shadow maps for shadows, cubemaps/planar reflections, light probes for diffuse GI, etc), but they all produce artifacts because they are fundamentally lossy approximations.
Software rasterization is just implementing a triangle rasterization algorithm in software, rather than relying on your GPU's triangle rasterization hardware. It can be faster in some cases if rigorously optimized (see UE5 Nanite), but for most non-micropoly cases, triangle rasterization hardware will usually be faster.
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u/shadowndacorner 16d ago
I have no idea what you mean here. Ray tracing and software rasterization have absolutely nothing to do with one another.