Computer graphics – bresenham line drawing algorithm DERIVATION • Starting from the left endpoint (x0, y0) of a given line, we step to each. Assumption: Y=mX+b where b is the intercept cut by line at Y axis and m is the slope of line (0 Derivation: Initially we have plotted a. To derive Bresenham’s algorithm, two steps must be taken. and then using this new equation for a line to draw a line based on the.

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To find out more, including how to control cookies, see here: This is a function of only x and it would be useful to make this equation written as a function of both x and y.

One subset of the cases is concerned with lines with slope from -1 to 1. At this stage the basic algorithm is defined. The result of this plot is shown to drawnig right.

Regardless, the plotting is the same. The algorithm is used in hardware such as plotters and in the graphics chips of modern graphics cards. In the previous derivation when we checked the decision variable, we always incremented x and y by positive one.

The plotting can be viewed by plotting at the intersection of lines blue circles alhorithm filling in pixel boxes yellow squares.

An extension to the original algorithm may be used for drawing circles. August Learn how and when to remove this template message. Alternatively, the difference between points can be used instead of evaluating f x,y at midpoints. It should be noted that everything about this form involves only integers if x and y are integers since the constants are necessarily integers.


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On-Line Computer Graphics Notes: The choice for the start point is purely arbitrary, it can be either of X1,Y1 and X2,Y2 points. So we can simply choose subsequent pixels based on the following: In essence, this proposed solution only changes increments for x and y, decision variable is still the same.

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derivation of bresenham line algorithm

Given two endpoints Ax, Ay and Bx, Bywe can chose the start point x ky k. To derive Bresenham’s algorithm, two steps must be taken. Below is complete derivation which incorporates all optimization and speed improvements of the algorithm code.

By switching the x and y axis an implementation for positive or negative steep gradients can be written as. It is possible to use this technique to calculate the U,V co-ordinates during raster scan of texture mapped polygons [ citation needed ]. In other projects Wikimedia Commons. If d1-d2 is negative or zero, we will choose pixel-to-right. Defivation Wikipedia, the free encyclopedia.

Since all of this is about the sign of the accumulated difference, then everything can be multiplied by 2 with no consequence. A Calcomp plotter had been attached to an IBM via the typewriter console. This observation is crucial to understand!


If the error becomes greater than 0.

MATH Project: The Bresenham Line-Drawing Algorithm

However, we can do better than this, by defining pi recursively. The dX and dY values are always positive regardless of which line is chosen with slope from -1 to 1.

This site uses cookies. The point 2,2 is on the line. The algorithm can be extended to cover gradients between 0 and -1 by checking whether y needs to increase or decrease i.

Bresenham’s line algorithm

Bresenham’s line algorithm is an algorithm that determines the points of an n -dimensional raster that should be selected in order to form a close approximation to a straight line between two points. Since the pixels are sufficiently small, the approximation is good enough to “trick” the human eyes and to get illusion of a real line. Therefore the final recursive definition for pi will be based on choice, as follows remember that the sign of pi is the same as the sign of d1 — d2: I happily agreed, and they printed it in This alternative method allows for integer-only arithmetic, which is generally faster than using floating-point arithmetic.