diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt
index 828bf30fc3..8e7b93acb4 100644
--- a/src/video_core/CMakeLists.txt
+++ b/src/video_core/CMakeLists.txt
@@ -1,6 +1,7 @@
 set(SRCS    clipper.cpp
             command_processor.cpp
             primitive_assembly.cpp
+            rasterizer.cpp
             utils.cpp
             vertex_shader.cpp
             video_core.cpp
@@ -10,6 +11,7 @@ set(HEADERS clipper.h
             command_processor.h
             math.h
             primitive_assembly.h
+            rasterizer.h
             utils.h
             video_core.h
             renderer_base.h
diff --git a/src/video_core/clipper.cpp b/src/video_core/clipper.cpp
index e9ab6242c2..b7180328c5 100644
--- a/src/video_core/clipper.cpp
+++ b/src/video_core/clipper.cpp
@@ -6,6 +6,7 @@
 
 #include "clipper.h"
 #include "pica.h"
+#include "rasterizer.h"
 #include "vertex_shader.h"
 
 namespace Pica {
@@ -168,7 +169,7 @@ void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
                   vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(),
                   vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
 
-        // TODO: Send triangle to rasterizer
+        Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2);
     }
 }
 
diff --git a/src/video_core/pica.h b/src/video_core/pica.h
index 1ced0d3230..81af573367 100644
--- a/src/video_core/pica.h
+++ b/src/video_core/pica.h
@@ -94,7 +94,55 @@ struct Regs {
         BitField<16, 16, u32> y;
     } viewport_corner;
 
-    INSERT_PADDING_WORDS(0x197);
+    INSERT_PADDING_WORDS(0xa7);
+
+    struct {
+        enum ColorFormat : u32 {
+            RGBA8    = 0,
+            RGB8     = 1,
+            RGBA5551 = 2,
+            RGB565   = 3,
+            RGBA4    = 4,
+        };
+
+        INSERT_PADDING_WORDS(0x6);
+
+        u32 depth_format;
+        u32 color_format;
+
+        INSERT_PADDING_WORDS(0x4);
+
+        u32 depth_buffer_address;
+        u32 color_buffer_address;
+
+        union {
+            // Apparently, the framebuffer width is stored as expected,
+            // while the height is stored as the actual height minus one.
+            // Hence, don't access these fields directly but use the accessors
+            // GetWidth() and GetHeight() instead.
+            BitField< 0, 11, u32> width;
+            BitField<12, 10, u32> height;
+        };
+
+        INSERT_PADDING_WORDS(0x1);
+
+        inline u32 GetColorBufferAddress() const {
+            return Memory::PhysicalToVirtualAddress(DecodeAddressRegister(color_buffer_address));
+        }
+        inline u32 GetDepthBufferAddress() const {
+            return Memory::PhysicalToVirtualAddress(DecodeAddressRegister(depth_buffer_address));
+        }
+
+        inline u32 GetWidth() const {
+            return width;
+        }
+
+        inline u32 GetHeight() const {
+            return height + 1;
+        }
+    } framebuffer;
+
+    INSERT_PADDING_WORDS(0xe0);
 
     struct {
         enum class Format : u64 {
@@ -355,6 +403,7 @@ struct Regs {
         ADD_FIELD(viewport_depth_range);
         ADD_FIELD(viewport_depth_far_plane);
         ADD_FIELD(viewport_corner);
+        ADD_FIELD(framebuffer);
         ADD_FIELD(vertex_attributes);
         ADD_FIELD(index_array);
         ADD_FIELD(num_vertices);
@@ -411,6 +460,7 @@ ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e);
 ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
 ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
 ASSERT_REG_POSITION(viewport_corner, 0x68);
+ASSERT_REG_POSITION(framebuffer, 0x110);
 ASSERT_REG_POSITION(vertex_attributes, 0x200);
 ASSERT_REG_POSITION(index_array, 0x227);
 ASSERT_REG_POSITION(num_vertices, 0x228);
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
new file mode 100644
index 0000000000..a7c1bab3e7
--- /dev/null
+++ b/src/video_core/rasterizer.cpp
@@ -0,0 +1,180 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#include <algorithm>
+
+#include "common/common_types.h"
+
+#include "math.h"
+#include "pica.h"
+#include "rasterizer.h"
+#include "vertex_shader.h"
+
+namespace Pica {
+
+namespace Rasterizer {
+
+static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
+    u32* color_buffer = (u32*)Memory::GetPointer(registers.framebuffer.GetColorBufferAddress());
+    u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
+
+    // Assuming RGBA8 format until actual framebuffer format handling is implemented
+    *(color_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
+}
+
+static u32 GetDepth(int x, int y) {
+    u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
+
+    // Assuming 16-bit depth buffer format until actual format handling is implemented
+    return *(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2);
+}
+
+static void SetDepth(int x, int y, u16 value) {
+    u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
+
+    // Assuming 16-bit depth buffer format until actual format handling is implemented
+    *(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
+}
+
+void ProcessTriangle(const VertexShader::OutputVertex& v0,
+                     const VertexShader::OutputVertex& v1,
+                     const VertexShader::OutputVertex& v2)
+{
+    // NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
+    struct Fix12P4 {
+        Fix12P4() {}
+        Fix12P4(u16 val) : val(val) {}
+
+        static u16 FracMask() { return 0xF; }
+        static u16 IntMask() { return (u16)~0xF; }
+
+        operator u16() const {
+            return val;
+        }
+
+        bool operator < (const Fix12P4& oth) const {
+            return (u16)*this < (u16)oth;
+        }
+
+    private:
+        u16 val;
+    };
+
+    // vertex positions in rasterizer coordinates
+    auto FloatToFix = [](float24 flt) {
+                          return Fix12P4(flt.ToFloat32() * 16.0f);
+                      };
+    auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
+                                             return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
+                                         };
+    Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos),
+                                   ScreenToRasterizerCoordinates(v1.screenpos),
+                                   ScreenToRasterizerCoordinates(v2.screenpos) };
+
+    // TODO: Proper scissor rect test!
+    u16 min_x = std::min({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
+    u16 min_y = std::min({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
+    u16 max_x = std::max({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
+    u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
+
+    min_x = min_x & Fix12P4::IntMask();
+    min_y = min_y & Fix12P4::IntMask();
+    max_x = (max_x + Fix12P4::FracMask()) & Fix12P4::IntMask();
+    max_y = (max_y + Fix12P4::FracMask()) & Fix12P4::IntMask();
+
+    // Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not
+    // drawn. Pixels on any other triangle border are drawn. This is implemented with three bias
+    // values which are added to the barycentric coordinates w0, w1 and w2, respectively.
+    // NOTE: These are the PSP filling rules. Not sure if the 3DS uses the same ones...
+    auto IsRightSideOrFlatBottomEdge = [](const Math::Vec2<Fix12P4>& vtx,
+                                          const Math::Vec2<Fix12P4>& line1,
+                                          const Math::Vec2<Fix12P4>& line2)
+    {
+        if (line1.y == line2.y) {
+            // just check if vertex is above us => bottom line parallel to x-axis
+            return vtx.y < line1.y;
+        } else {
+            // check if vertex is on our left => right side
+            // TODO: Not sure how likely this is to overflow
+            return (int)vtx.x < (int)line1.x + ((int)line2.x - (int)line1.x) * ((int)vtx.y - (int)line1.y) / ((int)line2.y - (int)line1.y);
+        }
+    };
+    int bias0 = IsRightSideOrFlatBottomEdge(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) ? -1 : 0;
+    int bias1 = IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
+    int bias2 = IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
+
+    // TODO: Not sure if looping through x first might be faster
+    for (u16 y = min_y; y < max_y; y += 0x10) {
+        for (u16 x = min_x; x < max_x; x += 0x10) {
+
+            // Calculate the barycentric coordinates w0, w1 and w2
+            auto orient2d = [](const Math::Vec2<Fix12P4>& vtx1,
+                               const Math::Vec2<Fix12P4>& vtx2,
+                               const Math::Vec2<Fix12P4>& vtx3) {
+                const auto vec1 = (vtx2.Cast<int>() - vtx1.Cast<int>()).Append(0);
+                const auto vec2 = (vtx3.Cast<int>() - vtx1.Cast<int>()).Append(0);
+                // TODO: There is a very small chance this will overflow for sizeof(int) == 4
+                return Cross(vec1, vec2).z;
+            };
+
+            int w0 = bias0 + orient2d(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
+            int w1 = bias1 + orient2d(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
+            int w2 = bias2 + orient2d(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
+            int wsum = w0 + w1 + w2;
+
+            // If current pixel is not covered by the current primitive
+            if (w0 < 0 || w1 < 0 || w2 < 0)
+                continue;
+
+            // Perspective correct attribute interpolation:
+            // Attribute values cannot be calculated by simple linear interpolation since
+            // they are not linear in screen space. For example, when interpolating a
+            // texture coordinate across two vertices, something simple like
+            //     u = (u0*w0 + u1*w1)/(w0+w1)
+            // will not work. However, the attribute value divided by the
+            // clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear
+            // in screenspace. Hence, we can linearly interpolate these two independently and
+            // calculate the interpolated attribute by dividing the results.
+            // I.e.
+            //     u_over_w   = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1)
+            //     one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1)
+            //     u = u_over_w / one_over_w
+            //
+            // The generalization to three vertices is straightforward in baricentric coordinates.
+            auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
+                auto attr_over_w = Math::MakeVec3(attr0 / v0.pos.w,
+                                                  attr1 / v1.pos.w,
+                                                  attr2 / v2.pos.w);
+                auto w_inverse   = Math::MakeVec3(float24::FromFloat32(1.f) / v0.pos.w,
+                                                  float24::FromFloat32(1.f) / v1.pos.w,
+                                                  float24::FromFloat32(1.f) / v2.pos.w);
+                auto baricentric_coordinates = Math::MakeVec3(float24::FromFloat32(w0),
+                                                              float24::FromFloat32(w1),
+                                                              float24::FromFloat32(w2));
+
+                float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
+                float24 interpolated_w_inverse   = Math::Dot(w_inverse,   baricentric_coordinates);
+                return interpolated_attr_over_w / interpolated_w_inverse;
+            };
+
+            Math::Vec4<u8> primary_color{
+                (u8)(GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() * 255),
+                (u8)(GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() * 255),
+                (u8)(GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() * 255),
+                (u8)(GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * 255)
+            };
+
+            u16 z = (u16)(((float)v0.screenpos[2].ToFloat32() * w0 +
+                           (float)v1.screenpos[2].ToFloat32() * w1 +
+                           (float)v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum); // TODO: Shouldn't need to multiply by 65536?
+            SetDepth(x >> 4, y >> 4, z);
+
+            DrawPixel(x >> 4, y >> 4, primary_color);
+        }
+    }
+}
+
+} // namespace Rasterizer
+
+} // namespace Pica
diff --git a/src/video_core/rasterizer.h b/src/video_core/rasterizer.h
new file mode 100644
index 0000000000..500be9462a
--- /dev/null
+++ b/src/video_core/rasterizer.h
@@ -0,0 +1,21 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2
+// Refer to the license.txt file included.
+
+#pragma once
+
+namespace Pica {
+
+namespace VertexShader {
+    struct OutputVertex;
+}
+
+namespace Rasterizer {
+
+void ProcessTriangle(const VertexShader::OutputVertex& v0,
+                     const VertexShader::OutputVertex& v1,
+                     const VertexShader::OutputVertex& v2);
+
+} // namespace Rasterizer
+
+} // namespace Pica
diff --git a/src/video_core/video_core.vcxproj b/src/video_core/video_core.vcxproj
index 99ab63dce1..48d77cdc4f 100644
--- a/src/video_core/video_core.vcxproj
+++ b/src/video_core/video_core.vcxproj
@@ -23,6 +23,7 @@
     <ClCompile Include="clipper.cpp" />
     <ClCompile Include="command_processor.cpp" />
     <ClCompile Include="primitive_assembly.cpp" />
+    <ClCompile Include="rasterizer.cpp" />
     <ClCompile Include="utils.cpp" />
     <ClCompile Include="vertex_shader.cpp" />
     <ClCompile Include="video_core.cpp" />
@@ -34,6 +35,7 @@
     <ClInclude Include="math.h" />
     <ClInclude Include="pica.h" />
     <ClInclude Include="primitive_assembly.h" />
+    <ClInclude Include="rasterizer.h" />
     <ClInclude Include="renderer_base.h" />
     <ClInclude Include="utils.h" />
     <ClInclude Include="vertex_shader.h" />
diff --git a/src/video_core/video_core.vcxproj.filters b/src/video_core/video_core.vcxproj.filters
index 5222f2fa0a..31af4f1dfb 100644
--- a/src/video_core/video_core.vcxproj.filters
+++ b/src/video_core/video_core.vcxproj.filters
@@ -12,6 +12,7 @@
     <ClCompile Include="clipper.cpp" />
     <ClCompile Include="command_processor.cpp" />
     <ClCompile Include="primitive_assembly.cpp" />
+    <ClCompile Include="rasterizer.cpp" />
     <ClCompile Include="utils.cpp" />
     <ClCompile Include="vertex_shader.cpp" />
     <ClCompile Include="video_core.cpp" />
@@ -26,6 +27,7 @@
     <ClInclude Include="math.h" />
     <ClInclude Include="pica.h" />
     <ClInclude Include="primitive_assembly.h" />
+    <ClInclude Include="rasterizer.h" />
     <ClInclude Include="renderer_base.h" />
     <ClInclude Include="utils.h" />
     <ClInclude Include="vertex_shader.h" />