• by ykl on 2/22/2015, 6:21:23 PM

    I TA'd a rendering course once and wound up assigning a homework where the students implemented their own software rasterizers in CUDA. Before that homework, a lot of students didn't really understand what a rasterizer did. Afterwards, everyone got it.

  • by ricket on 2/22/2015, 5:53:59 PM

    I'm not a C++11 developer, I've done a little C++ in the past. What is the pride in putting all the code in the header file? Shouldn't the declarations be there, and the definitions be pulled out into a .cpp file? Is it somehow smaller, faster, more convenient to have it all in a header file?

  • by rian on 2/22/2015, 6:50:01 PM

    Why aren't you using nullptr instead of casting NULL to your pointer type?

  • by madsravn on 2/22/2015, 4:40:08 PM

    What exactly is the difference between this and for example a simple ray tracer? Seems like it takes a lot of the same steps.

  • by pjc50 on 2/22/2015, 9:44:39 PM

    I recently unearthed the code I wrote at school in 1996 which implemented a 3D Gouraud-shaded renderer that managed ~1000 triangles/sec on a 33MHz 486. It's a great learning experience doing this from scratch.

    Mine did Bresenham's algorithm for pixel fill rather than the winding approach used here.

  • by AshleysBrain on 2/22/2015, 6:57:29 PM

    Very cool - any perf stats though? Would be interesting to see how this compares to other software renderers.