Rasterization is used to render 3D scenes by evaluating the color of each pixel parallelly. Reflections are calculated using raytracing, which traces the path of light. However, raytracing does not scale well for large scenes. Screen space reflection is a bounded algorithm that approximates reflections using the color, depth and normal buffers to calculate reflected rays and march them, but has limitations like missing fragments outside the screen. Blurring can help reduce artifacts from the approximation. Bounded algorithms are important for performance in graphics.