Efficient methods to rasterize a scene of connected triangles Assuming I wanted to rasterize a scene of triangles that are all connected that is similar to the image below, what would be an efficient way to do it on a GPU and a CPU? The triangles can be of any size. Names of any methods utilized or any advice is appreciated!

Thanks!
It's an interesting question, because the advice changes over time. Having said that:

On a GPU, by far the most efficient way, as Nathan Reed said in the comment, is to use the rasterisation hardware because that is that it is designed for.
On a CPU, one of the most efficient ways is to more-or-less mimic what rasterisation hardware does.

GPU vendors are understandably quiet about the specifics of their hardware design, but the basic idea hasn't changed for a few decades.

Conceptually split the screen into tiles, e.g. of 8 by 8 pixels.
Traverse the tiles which overlap with a triangle using some variant on Pineda's method.
For each tile, compute a bit mask to find the exact pixels (or samples, if you're subsampling) in the bucket which are inside the triangle, using half-plane calculations. In GPU speak, the samples in a tile which are inside the triangle are called a fragment.
Do whatever processing is needed on the fragment.

On a modern CPU, fragment processing (including the half-space calculations) can be made extremely efficient by using vector instructions.