Rasterization in One Weekend
tayfunkayhan.wordpress.com
tayfunkayhan.wordpress.com
As you may know, where this algorithm of 2D homogeneous rasterization really shines is in how it simplifies the triangle setup by deferring the perspective-divide until later rasterizer stagee. It's tricky for cases where (w <= 0.0f) so explicit clipping/generating new vertices and handling all the additional vertex attributes is not needed. In reality, there is no mat3::inverse() or even per-vertex attribute bary calculation so it fits rather easily and elegantly to the rest of tri. setup. The original paper I link there explains greatly how for HW the gains can be even bigger.
Any day? Even on those days when you need to use say, 80486 or 68000? Or some low-end microcontroller?
I think careful and elaborate design and scalability can get you a long way, but the thing is, without relaxing some API rules (e.g. rasterization order) which makes a rasterizer robust, you're gonna have difficulty keeping up with HW eventually.
It frustrates me because that word very clearly seems to say "turning non-raster data into rasters". This process does this, but so does ray-tracing. For that matter, various algorithms for turning 2d vector data into 2d raster data would also seem to be covered by "rasterization", like filling triangles with scanlines, or the like.
Just another lost battle, I suppose.