Remark for the bresenham line generation algorithm, Computer Graphics

Assignment Help:

Remark for the Bresenham Line Generation Algorithm

Remark: The algorithm will be properly the same if we suppose | m | < 1

  • Algorithm | m | < 1:

(a) Input two line ending points and store left end point in (x0, y0) (b) Load (x0, y0) on frame buffer that is, plot the first point.

(c)  Determine Δx, Δy, 2Δy, 2Δy - 2Δx and acquire the beginning value of decision parameter as p0 = 2Δy - Δx

(d) At each xk along the line, beginning at k = 0, perform subsequent test:

If pk < 0, the subsequent plot is (xk + 1, yk) and pk + 1   = pk + 2Δy else subsequent plot is (xk + 1 , yk + 1) and pk + 1 = pk + 2(Δy - Δx)

(e) Repeat step (D) Δx times.

Bresenham Line Generation Algorithm    (| m | < 1)

Δ x ← x1 - x0

Δ y ← y1 - y0

p0 ← 2Δy - Δx

while (x0 < = x1) do

{puton (x0, y0)

if (pi > 0) then

{x0 ← x0 + 1;

y0 ← y0 + 1;

pi + 1 ← pi + 2 (Δy - Δx);

}

if (pi < 0) then

{x0 ← x0 + 1

y0 ← y0

pi + 1 ← pi + 2 Δy

}

}


Related Discussions:- Remark for the bresenham line generation algorithm

Buffer areas required for z-buffer algorithm, Buffer Areas Required For Z-B...

Buffer Areas Required For Z-Buffer Algorithm For applying z-buffer algorithm, we need two buffer areas or two 2-Dimentional arrays: 1) Depth-buffer [i,j], to sa

Explain what the term blocking means in animation, Question 1: (a) Exp...

Question 1: (a) Explain what are Final Gathering and Global Illumination and state why you would use those features when you render in MAYA. (b) List clearly the steps in

Intersection test - visible surface detection, Intersection Test - Visible ...

Intersection Test - Visible Surface Detection Test: It called Intersection Test also: we go for intersection test, if Min-max test fails. Now we take each edge individually

Polygon meshes - modeling and rendering, Polygon Meshes - Modeling and Rend...

Polygon Meshes - Modeling and Rendering A polygonal surface to be sketched may not be easy and may have enormous curls and curves. Illustration: a crushed piece of paper or cr

Unrepresentative vertex normals - modeling and rendering, Unrepresentative ...

Unrepresentative vertex normals - Modeling and Rendering Calculated vertex normals may not adequately present the surface's geometry. For illustration, if we calculate vertex

Midpoint circle generation algorithm, Midpoint circle generation algorithm ...

Midpoint circle generation algorithm This makes use of a circle function. Based on this circle function, a decision parameter is created which is used to decide successive pixe

Devi, Explain the 3d transformations

Explain the 3d transformations

Gourand shading or intensity interpolation scheme, Gourand shading OR Inten...

Gourand shading OR Intensity interpolation scheme Now there polygon is rendered through linearly interpolating intensity values across the surface. Intensity values for all po

Objectives of 2-d viewing and clipping, Objectives of 2-D Viewing and Clipp...

Objectives of 2-D Viewing and Clipping After going through this section, you should be capable to: 1. Describe the concept of clipping, 2. Observe how line clipping is p

Write Your Message!

Captcha
Free Assignment Quote

Assured A++ Grade

Get guaranteed satisfaction & time on delivery in every assignment order you paid with us! We ensure premium quality solution document along with free turntin report!

All rights reserved! Copyrights ©2019-2020 ExpertsMind IT Educational Pvt Ltd