Information
- Publication Type: Journal Paper with Conference Talk
- Workgroup(s)/Project(s):
- Date: July 2026
- Journal: Computer Graphics Forum
- Volume: 45
- Number: 4
- Location: Bordeaux, France
- Lecturer: Markus Schütz
- Article Number: e70538
- ISSN: 1467-8659
- Event: Eurographics Symposium on Rendering 2026
- DOI: 10.1111/cgf70538
- Conference date: 1. July 2026 – 3. July 2026
- Keywords: real-time rendering, software rasterization
Abstract
This paper presents a CUDA-based software rasterizer capable of rendering up to a billion unique triangles, or up to 4 billion instanced triangles, in real time at 60 fps on an RTX 5090. By specifically targeting dense, opaque meshes, our approach is able to outperform the native GPU rasterization pipeline in these scenarios. The resulting performance enables rapid loading and visualization of massive triangle datasets without requiring precomputed spatial acceleration or level-of-detail structures, and supports applications such as efficient editing of large-scale geometry. While the method is primarily designed for dense meshes that generate pixel-sized triangles, we additionally introduce a three-stage pipeline to handle larger primitives. The source code is available at: https://github.com/m-schuetz/CuRastAdditional Files and Images
Weblinks
- DOI: 10.1111/cgf70538
BibTeX
@article{SCHUETZ-2026-CURAST,
title = "CuRast: Cuda-Based Software Rasterization for Billions of
Triangles",
author = "Markus Sch\"{u}tz and Lukas Lipp and Elias Kristmann and
Michael Wimmer",
year = "2026",
abstract = "This paper presents a CUDA-based software rasterizer capable
of rendering up to a billion unique triangles, or up to 4
billion instanced triangles, in real time at 60 fps on an
RTX 5090. By specifically targeting dense, opaque meshes,
our approach is able to outperform the native GPU
rasterization pipeline in these scenarios. The resulting
performance enables rapid loading and visualization of
massive triangle datasets without requiring precomputed
spatial acceleration or level-of-detail structures, and
supports applications such as efficient editing of
large-scale geometry. While the method is primarily designed
for dense meshes that generate pixel-sized triangles, we
additionally introduce a three-stage pipeline to handle
larger primitives. The source code is available at:
https://github.com/m-schuetz/CuRast",
month = jul,
journal = "Computer Graphics Forum",
volume = "45",
number = "4",
articleno = "e70538",
issn = "1467-8659",
doi = "10.1111/cgf70538",
keywords = "real-time rendering, software rasterization",
URL = "https://www.cg.tuwien.ac.at/research/publications/2026/SCHUETZ-2026-CURAST/",
}