Tag
barycentric
- Mar 30, 2026 Perspective-Correct Interpolation and the Reciprocal-W Trick Why screen-space linear interpolation of a clip-space attribute is wrong, how dividing by w before the rasterizer and dividing back after the vector unit restores correctness, and what it costs. gpu computing
- Oct 28, 2024 Why Depth Interpolates as 1/w and Screen-Space Attributes Do Not Perspective projection destroys linearity in screen space, so barycentric interpolation of depth requires the reciprocal of w, and the same reciprocal distributes every varying correctly. computer graphics