Reference Rasterizer in the context of Graphics card


Reference Rasterizer in the context of Graphics card

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⭐ Core Definition: Reference Rasterizer

Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU. Rendering everything with the (general-purpose) CPU has the main advantage that it eliminates the need of a graphics card for rendering, but the disadvantage is that a CPU is not designed specifically for graphics rendering in the way a graphics card is which leads to slower rendering times.

Rendering is used in architecture, simulators, video games, movies and television visual effects and design visualization. Rendering is the last step in an animation process, and gives the final appearance to the models and animation with visual effects such as shading, texture-mapping, shadows, reflections and motion blur. Rendering can be split into two main categories: real-time rendering (also known as online rendering), and pre-rendering (also called offline rendering). Real-time rendering is used to interactively render a scene, like in 3D computer games, and generally each frame must be rendered in a few milliseconds. Offline rendering is used to create realistic images and movies, where each frame can take hours or days to complete, or for debugging of complex graphics code by programmers.

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Reference Rasterizer in the context of Direct3D

Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.

Direct3D contains many commands for 3D computer graphics rendering; however, since version 8, Direct3D has superseded the DirectDraw framework and also taken responsibility for the rendering of 2D graphics. Microsoft strives to continually update Direct3D to support the latest technology available on 3D graphics cards. Direct3D offers full vertex software emulation but no pixel software emulation for features not available in hardware. For example, if software programmed using Direct3D requires pixel shaders and the video card on the user's computer does not support that feature, Direct3D will not emulate it, although it will compute and render the polygons and textures of the 3D models, albeit at a usually degraded quality and performance compared to the hardware equivalent. The API does include a Reference Rasterizer (or REF device), which emulates a generic graphics card in software, although it is too slow for most real-time 3D applications and is typically only used for debugging. A new real-time software rasterizer, WARP, designed to emulate the complete feature set of Direct3D 10.1, is included with Windows 7 and Windows Vista Service Pack 2 with the Platform Update; its performance is said to be on par with lower-end 3D cards on multi-core CPUs.

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