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<title>Checkerboard rendering</title>
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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Checkerboard rendering</span></span>
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<b>Checkerboard rendering</b> or <b>sparse rendering</b>,<sup id="cite_ref-eurogamer-scorpio_1-0" class="reference"><a href="#cite_note-eurogamer-scorpio-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> also known as <b>checkerboarding</b> for short, is a <a href="3D_computer_graphics" title="3D computer graphics">3D computer graphics</a> rendering technique, intended primarily to assist <a href="Graphics_processing_unit" title="Graphics processing unit">graphics processing units</a> with rendering images at high resolutions. It is different from <a href="Tiled_rendering" title="Tiled rendering">tiled rendering</a>, a method of subdividing images to render them more efficiently, and from the "checkerboard" method of <a href="Alternate_frame_rendering" title="Alternate frame rendering">alternate frame rendering</a>.
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<div class="mw-heading mw-heading2"><h2 id="Description">Description</h2></div>
<p>While exact implementations tend to vary between developers, the technique generally involves rendering only 50% of any given scene, often rendering it in a grid of 2×2 pixels. A <a href="Reconstruction_filter" title="Reconstruction filter">reconstruction filter</a> is then employed to extrapolate the appearance of the unrendered parts of the scene, with the final image then being presented to the viewer as (theoretically) the same as if it had been rendered natively at the target resolution. In some implementations the checkerboard grid will be alternated between frames, with the previous frame's image data being held in memory, and then used to aid with reconstructing the scene.<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup>
</p><p>A similar technique was used in the 1993 video game <i><a href="Doom_(1993_video_game)" title="Doom (1993 video game)">Doom</a></i>, which had a "low detail" mode that only rendered every other column of pixels to improve performance.<sup id="cite_ref-doombook_3-0" class="reference"><a href="#cite_note-doombook-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-eurogamer-doom_4-0" class="reference"><a href="#cite_note-eurogamer-doom-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> Checkerboarding also bears a resemblance to <a href="Interlaced_video" title="Interlaced video">interlaced video</a>, where every frame is split into two fields, also halving the amount of pixels that has to be rendered or transferred. Checkboard rendering differs by splitting the image using the checkboard pattern instead of splitting it by alternate line. The reconstruction filter used in checkboard rendering is often more complex than the typical <a href="Deinterlacing" title="Deinterlacing">deinterlacing</a> process.
</p><p>Though the technique is usually employed with the goal of reducing the computational resources required to render a scene at higher resolutions, it can also be used as a form of <a href="Anti-aliasing" title="Anti-aliasing">anti-aliasing</a>, with <i><a href="Rainbow_Six%3A_Siege" class="mw-redirect" title="Rainbow Six: Siege">Rainbow Six: Siege</a></i> being one of the games to use it in this manner.<sup id="cite_ref-5" class="reference"><a href="#cite_note-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading2"><h2 id="Implementation">Implementation</h2></div>
<p>Video games first started making use of the technique in the mid-2010s, often with the goal of making it easier for games to achieve <a href="4K_resolution" title="4K resolution">4K resolution</a> at acceptable framerates.<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> Though the technique does not require any specific hardware support outside of the normal for games produced in this era, the <a href="PlayStation_4_Pro" class="mw-redirect" title="PlayStation 4 Pro">PlayStation 4 Pro</a> included specialised hardware to enable checkerboard rendering to be carried out with much less of a performance loss than might otherwise be the case.<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<ul><li><a href="Interlaced_video" title="Interlaced video">Interlaced video</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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<li id="cite_note-eurogamer-scorpio-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-eurogamer-scorpio_1-0">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">
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</style><cite id="CITEREFLeadbetter" class="citation web cs1">Leadbetter, Richard. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20170126145046/https://www.eurogamer.net/articles/digitalfoundry-2017-the-race-to-4k-how-scorpio-targets-ultra-hd-gaming">"The race for 4K: how Project Scorpio targets ultra HD gaming"</a>. <i>Eurogamer</i>. Archived from <a rel="nofollow" class="external text" href="https://www.eurogamer.net/articles/digitalfoundry-2017-the-race-to-4k-how-scorpio-targets-ultra-hd-gaming">the original</a> on 26 January 2017<span class="reference-accessdate">. Retrieved <span class="nowrap">9 September</span> 2018</span>.</cite></span>
</li>
<li id="cite_note-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-2">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="http://gamingbolt.com/sony-explains-how-checkerboard-rendering-works-on-the-ps4-pro">Sony Explains How Checkerboard Rendering Works On The PS4 Pro</a></span>
</li>
<li id="cite_note-doombook-3"><span class="mw-cite-backlink"><b><a href="#cite_ref-doombook_3-0">^</a></b></span> <span class="reference-text"><cite id="CITEREFSanglard" class="citation book cs1">Sanglard, Fabien. <a rel="nofollow" class="external text" href="https://fabiensanglard.net/b/gebbdoom.pdf"><i>Game Engine Black Book: DOOM</i></a> <span class="cs1-format">(PDF)</span>. p.&nbsp;292. <a href="ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&nbsp;<bdi>978-1099819773</bdi>.</cite></span>
</li>
<li id="cite_note-eurogamer-doom-4"><span class="mw-cite-backlink"><b><a href="#cite_ref-eurogamer-doom_4-0">^</a></b></span> <span class="reference-text"><cite id="CITEREFLinneman2018" class="citation web cs1">Linneman, John (10 December 2018). <a rel="nofollow" class="external text" href="https://www.eurogamer.net/articles/digitalfoundry-2017-every-doom-console-port-tested-and-analysed">"DF Retro: we play every single Doom console conversion"</a>. <i>Eurogamer</i><span class="reference-accessdate">. Retrieved <span class="nowrap">23 September</span> 2019</span>.</cite></span>
</li>
<li id="cite_note-5"><span class="mw-cite-backlink"><b><a href="#cite_ref-5">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="http://www.gdcvault.com/play/1022990/Rendering-Rainbow-Six-Siege">Rendering Rainbow Six Siege</a>: p48</span>
</li>
<li id="cite_note-6"><span class="mw-cite-backlink"><b><a href="#cite_ref-6">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="https://www.engadget.com/2016/10/20/ps4-pro-mark-cerny-interview-hardware/">The PS4 Pro, as explained by the man who designed it</a></span>
</li>
<li id="cite_note-7"><span class="mw-cite-backlink"><b><a href="#cite_ref-7">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="http://wccftech.com/blow-checkerboard-rendering-ps4pro-isnt-completely-free-might-better-uses-power/">Blow: Checkerboard Rendering on PS4Pro Isn’t Completely Free, There Might Be Better Uses of the Power</a></span>
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</style><div id="Computer_graphics188" style="font-size:114%;margin:0 4em"><a href="Computer_graphics_(computer_science)" title="Computer graphics (computer science)">Computer graphics</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Vector_graphics" title="Vector graphics">Vector graphics</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Diffusion_curve" title="Diffusion curve">Diffusion curve</a></li>
<li><a href="Pixel" title="Pixel">Pixel</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="2D_computer_graphics" title="2D computer graphics">2D graphics</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Alpha_compositing" title="Alpha compositing">Alpha compositing</a></li>
<li><a href="Layers_(digital_image_editing)" title="Layers (digital image editing)">Layers</a></li>
<li><a href="Text-to-image_model" title="Text-to-image model">Text-to-image</a></li></ul>
</div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th id="2.5D8" scope="row" class="navbox-group" style="width:1%"><a href="2.5D" title="2.5D">2.5D</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Isometric_video_game_graphics" title="Isometric video game graphics">Isometric graphics</a></li>
<li><a href="Mode_7" title="Mode 7">Mode 7</a></li>
<li><a href="Parallax_scrolling" title="Parallax scrolling">Parallax scrolling</a></li>
<li><a href="Ray_casting" title="Ray casting">Ray casting</a></li>
<li><a href="Skybox_(video_games)" title="Skybox (video games)">Skybox</a></li></ul>
</div></td></tr></tbody></table><div>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="3D_computer_graphics" title="3D computer graphics">3D graphics</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="3D_projection" title="3D projection">3D projection</a></li>
<li><a href="3D_rendering" title="3D rendering">3D rendering</a></li>
<li>(<a href="Image-based_modeling_and_rendering" title="Image-based modeling and rendering">Image-based</a></li>
<li><a href="Spectral_rendering" title="Spectral rendering">Spectral</a></li>
<li><a href="Unbiased_rendering" title="Unbiased rendering">Unbiased</a>)</li>
<li><a href="Aliasing" title="Aliasing">Aliasing</a></li>
<li><a href="Anisotropic_filtering" title="Anisotropic filtering">Anisotropic filtering</a></li>
<li><a href="Cel_shading" title="Cel shading">Cel shading</a></li>
<li><a href="Fluid_animation" title="Fluid animation">Fluid animation</a></li>
<li><a href="Computer_graphics_lighting" title="Computer graphics lighting">Lighting</a>
<ul><li><a href="Global_illumination" title="Global illumination">Global illumination</a></li></ul></li>
<li><a href="Hidden-surface_determination" title="Hidden-surface determination">Hidden-surface determination</a></li>
<li><a href="Polygon_mesh" title="Polygon mesh">Polygon mesh</a></li>
<li>(<a href="Triangle_mesh" title="Triangle mesh">Triangle mesh</a>)</li>
<li><a href="Shading" title="Shading">Shading</a>
<ul><li><a href="Deferred_shading" title="Deferred shading">Deferred</a></li></ul></li>
<li><a href="Surface_triangulation" title="Surface triangulation">Surface triangulation</a></li>
<li><a href="Wire-frame_model" title="Wire-frame model">Wire-frame model</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Concepts</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Affine_transformation" title="Affine transformation">Affine transformation</a></li>
<li><a href="Back-face_culling" title="Back-face culling">Back-face culling</a></li>
<li><a href="Clipping_(computer_graphics)" title="Clipping (computer graphics)">Clipping</a></li>
<li><a href="Collision_detection" title="Collision detection">Collision detection</a></li>
<li><a href="Planar_projection" title="Planar projection">Planar projection</a></li>
<li><a href="Reflection_(computer_graphics)" title="Reflection (computer graphics)">Reflection</a></li>
<li><a href="Rendering_(computer_graphics)" title="Rendering (computer graphics)">Rendering</a>
<ul><li><a href="Beam_tracing" title="Beam tracing">Beam tracing</a></li>
<li><a href="Cone_tracing" title="Cone tracing">Cone tracing</a></li>

<li><a href="Ray_tracing_(graphics)" title="Ray tracing (graphics)">Ray tracing</a></li>
<li><a href="Path_tracing" title="Path tracing">Path tracing</a></li>
<li><a href="Ray_casting" title="Ray casting">Ray casting</a></li>
<li><a href="Scanline_rendering" title="Scanline rendering">Scanline rendering</a></li></ul></li>
<li><a href="Rotation_(mathematics)" title="Rotation (mathematics)">Rotation</a></li>
<li><a href="Scaling_(geometry)" title="Scaling (geometry)">Scaling</a></li>
<li><a href="Shadow_mapping" title="Shadow mapping">Shadow mapping</a></li>
<li><a href="Shadow_volume" title="Shadow volume">Shadow volume</a></li>
<li><a href="Shear_matrix" class="mw-redirect" title="Shear matrix">Shear matrix</a></li>
<li><a href="Shader" title="Shader">Shader</a></li>
<li><a href="Texel_(graphics)" title="Texel (graphics)">Texel</a></li>
<li><a href="Translation_(geometry)" title="Translation (geometry)">Translation</a></li>
<li><a href="Volume_rendering" title="Volume rendering">Volume rendering</a></li>
<li><a href="Voxel" title="Voxel">Voxel</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Graphics_software" title="Graphics software">Graphics software</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="List_of_3D_computer_graphics_software" title="List of 3D computer graphics software">3D computer graphics software</a>
<ul><li><a href="List_of_3D_animation_software" title="List of 3D animation software">animation</a></li>
<li><a href="List_of_3D_modeling_software" title="List of 3D modeling software">modeling</a></li>
<li><a href="List_of_3D_rendering_software" title="List of 3D rendering software">rendering</a></li></ul></li>
<li><a href="Raster_graphics_editor" title="Raster graphics editor">Raster graphics editors</a></li>
<li><a href="Comparison_of_vector_graphics_editors" title="Comparison of vector graphics editors">Vector graphics editors</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Algorithms</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="List_of_computer_graphics_algorithms" class="mw-redirect" title="List of computer graphics algorithms">List of computer graphics algorithms</a></li></ul>
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