Rendering a triagnle:
- Compute AABB
- Clip AABB to [[../02 Areas/Computer Science/Frame Buffer Model|Framebuffer]]
- Find [[../02 Areas/Computer Science/Triangle Rasterization|Barycentric Coordinate Functions]]
- Iterate through [[../02 Areas/Computer Science/Pixel|Pixels]] in AABB
- Compute [[../02 Areas/Math/Barycentric Coordinates|Barycentric Coordinates]] of $I$.
- Apply triangle continment lest
- Apply [[../02 Areas/Computer Science/Depth Buffer|Z Buffer]] alg.
- Interpolated normal at $I$ ([[../02 Areas/Computer Science/Hyperbolic Interpolation|Perspective Interpolation]])