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]])