基于Scanline的二维渲染引擎是如何工作的? [英] How Scanline based 2d rendering engines works?

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问题描述

请您提供一份参考资料,帮助我了解基于扫描线的渲染引擎的工作原理。
我想要实现一个2D渲染引擎,它可以支持基于区域的裁剪,基本的形状绘制和填充抗锯齿,以及基本转换(透视,旋转,缩放)。我需要优先考虑性能而不是质量的算法,因为我希望在没有fpu的嵌入式系统中实现它。

解决方案

我我可能会展现我的年龄,但我仍然喜欢我的副本弗利,费纳,范达姆和Hughes (The White Book)。

Jim Blinn有一个很棒的专栏,可以看作是一本名为 Jim Blinn的角落:图形管道之旅

这两个都是现在已经过时了,除了3D几何原理之外,它们对编程当今强大的像素推子并不是很有用。

OTOH,它们可能只是完美的没有GPU或FPU的嵌入式环境!

Will you please provide me a reference to help me understand how scanline based rendering engines works? I want to implement a 2D rendering engine which can support region-based clipping, basic shape drawing and filling with anti aliasing, and basic transformations (Perspective, Rotation, Scaling). I need algorithms which give priority to performance rather than quality because I want to implement it for embedded systems with no fpu.

解决方案

I'm probably showing my age, but I still love my copy of Foley, Feiner, van Dam, and Hughes (The White Book).

Jim Blinn had a great column that's available as a book called Jim Blinn's Corner: A Trip Down the Graphics Pipeline.

Both of these are quited dated now, and aside from the principles of 3D geometry, they're not very useful for programming today's powerful pixel pushers.

OTOH, they're probably just perfect for an embedded environment with no GPU or FPU!

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