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perspective-correct interpolation
Blending values like color or texture across a triangle in a way that respects 3D depth, so surfaces don't look warped.
When a triangle is filled in with pixels, per-vertex values (texture coordinates, colors) must be smoothly blended across its face. Naive blending in screen space looks wrong on tilted surfaces because it ignores that some parts are farther away; perspective-correct interpolation weights the blend by each vertex's depth so a tiled floor recedes convincingly instead of buckling. It's the difference between correct and visibly distorted textures on angled polygons.
See also
- perspective divideThe step that makes far-away 3D things look smaller by dividing each point's coordinates by its distance value.
- rasterizerThe GPU component that turns geometric shapes into the actual grid of pixels that fill them.
- primitiveThe basic shape a GPU actually draws — a point, a line, or a triangle.