Dda Circle Drawing Algorithm in Computer Graphics With Example
Bresenham's line algorithm is a line drawing algorithm that determines the points of an north-dimensional raster that should be selected in order to form a close approximation to a straight line betwixt ii points. It is commonly used to draw line primitives in a bitmap image (e.g. on a computer screen), equally it uses but integer addition, subtraction and scrap shifting, all of which are very cheap operations in commonly used calculator instruction sets such as x86_64. It is an incremental error algorithm. It is ane of the primeval algorithms adult in the field of calculator graphics. An extension to the original algorithm may be used for drawing circles.
While algorithms such as Wu'southward algorithm are also frequently used in mod figurer graphics because they can support antialiasing, the speed and simplicity of Bresenham's line algorithm means that it is still important. The algorithm is used in hardware such as plotters and in the graphics chips of modern graphics cards. It can also be found in many software graphics libraries. Considering the algorithm is very simple, information technology is oft implemented in either the firmware or the graphics hardware of modern graphics cards.
The label "Bresenham" is used today for a family of algorithms extending or modifying Bresenham'south original algorithm.
History [edit]
Bresenham's line algorithm is named after Jack Elton Bresenham who developed it in 1962 at IBM. In 2001 Bresenham wrote:[1]
I was working in the computation lab at IBM'southward San Jose development lab. A Calcomp plotter had been attached to an IBM 1401 via the 1407 typewriter panel. [The algorithm] was in production use past summertime 1962, possibly a month or so before. Programs in those days were freely exchanged among corporations so Calcomp (Jim Newland and Calvin Hefte) had copies. When I returned to Stanford in Fall 1962, I put a copy in the Stanford comp center library. A description of the line drawing routine was accepted for presentation at the 1963 ACM national convention in Denver, Colorado. It was a year in which no proceedings were published, only the agenda of speakers and topics in an issue of Communications of the ACM. A person from the IBM Systems Journal asked me after I fabricated my presentation if they could publish the paper. I happily agreed, and they printed it in 1965.
Bresenham'due south algorithm has been extended to produce circles, ellipses, cubic and quadratic bezier curves, as well as native anti-aliased versions of those.[two]
Method [edit]
The following conventions will be used:
- the top-left is (0,0) such that pixel coordinates increase in the right and downward directions (eastward.yard. that the pixel at (7,iv) is directly above the pixel at (vii,5)), and
- the pixel centers have integer coordinates.
The endpoints of the line are the pixels at and , where the kickoff coordinate of the pair is the cavalcade and the second is the row.
The algorithm will be initially presented simply for the octant in which the segment goes downwards and to the right ( and ), and its horizontal projection is longer than the vertical projection (the line has a positive gradient less than ane). In this octant, for each column x between and , there is exactly one row y (computed past the algorithm) containing a pixel of the line, while each row between and may contain multiple rasterized pixels.
Bresenham's algorithm chooses the integer y corresponding to the pixel center that is closest to the ideal (fractional) y for the same x; on successive columns y tin can remain the aforementioned or increase by i. The full general equation of the line through the endpoints is given by:
- .
Since we know the column, x, the pixel's row, y, is given past rounding this quantity to the nearest integer:
- .
The gradient depends on the endpoint coordinates only and can exist precomputed, and the ideal y for successive integer values of 10 tin can be computed starting from and repeatedly adding the slope.
In practice, the algorithm does not continue track of the y coordinate, which increases past m = ∆y/∆x each time the 10 increases by one; it keeps an error spring at each stage, which represents the negative of the distance from (a) the point where the line exits the pixel to (b) the top border of the pixel. This value is first set to (due to using the pixel'southward centre coordinates), and is incremented by m each time the x coordinate is incremented by one. If the mistake becomes greater than 0.5, we know that the line has moved up 1 pixel, and that nosotros must increment our y coordinate and readjust the error to represent the distance from the top of the new pixel – which is done by subtracting one from error. [iii]
Derivation [edit]
To derive Bresenham'due south algorithm, two steps must exist taken. The get-go step is transforming the equation of a line from the typical slope-intercept form into something different; and then using this new equation to draw a line based on the idea of accumulation of error.
Line equation [edit]
The slope-intercept form of a line is written as
where m is the gradient and b is the y-intercept. This is a part of only x and it would exist useful to make this equation written as a office of both x and y. Using algebraic manipulation and recognition that the slope is the "rise over run" or and then
Letting this final equation be a function of x and y and so it can be written as
where the constants are
The line is then defined for some constants A, B, and C anywhere . For any not on the line then . Everything about this form involves merely integers if x and y are integers since the constants are necessarily integers.
As an case, the line and so this could be written as . The signal (2,2) is on the line
and the signal (2,iii) is not on the line
and neither is the point (2,1)
Discover that the points (two,1) and (two,three) are on contrary sides of the line and f(ten,y) evaluates to positive or negative. A line splits a airplane into halves and the one-half-plane that has a negative f(10,y) tin exist called the negative half-aeroplane, and the other half can be called the positive half-plane. This observation is very of import in the remainder of the derivation.
Algorithm [edit]
Clearly, the starting point is on the line
but because the line is defined to start and end on integer coordinates (though it is entirely reasonable to want to draw a line with non-integer cease points).
Keeping in listen that the gradient is at virtually , the problem now presents itself equally to whether the next betoken should be at or . Maybe intuitively, the signal should be chosen based upon which is closer to the line at . If it is closer to the former then include the erstwhile betoken on the line, if the latter so the latter. To answer this, evaluate the line function at the midpoint betwixt these two points:
If the value of this is positive and so the platonic line is below the midpoint and closer to the candidate indicate ; in consequence the y coordinate has advanced. Otherwise, the platonic line passes through or above the midpoint, and the y coordinate has not advanced; in this case choose the indicate . This ascertainment is crucial to understand! The value of the line office at this midpoint is the sole determinant of which bespeak should be chosen.
The next epitome shows the blue bespeak (2,2) chosen to be on the line with two candidate points in dark-green (three,2) and (3,3). The black point (three, 2.5) is the midpoint between the two candidate points.
Algorithm for integer arithmetics [edit]
Alternatively, the deviation between points can be used instead of evaluating f(x,y) at midpoints. This alternative method allows for integer-only arithmetic, which is generally faster than using floating-betoken arithmetic. To derive the alternative method, define the divergence to be as follows:
For the first decision, this formulation is equivalent to the midpoint method since at the starting point. Simplifying this expression yields:
Just as with the midpoint method, if is positive, and so choose , otherwise cull .
If is chosen, the change in D will be:
If is chosen the change in D will be:
If the new D is positive then is chosen, otherwise . This decision can exist generalized past accumulating the error on each subsequent point.
All of the derivation for the algorithm is done. One performance issue is the 1/two factor in the initial value of D. Since all of this is almost the sign of the accumulated departure, so everything tin can be multiplied by 2 with no consequence.
This results in an algorithm that uses simply integer arithmetic.
plotLine(x0, y0, x1, y1) dx = x1 - x0 dy = y1 - y0 D = 2*dy - dx y = y0 for 10 from x0 to x1 plot(ten,y) if D > 0 y = y + 1 D = D - two*dx end if D = D + 2*dy
Running this algorithm for from (0,1) to (6,iv) yields the post-obit differences with dx=6 and dy=3:
D=ii*3-vi=0 Loop from 0 to 6 * x=0: plot(0, 1), D≤0: D=0+6=six * x=1: plot(1, 1), D>0: D=6-12=-vi, y=1+i=two, D=-6+6=0 * x=2: plot(ii, 2), D≤0: D=0+half-dozen=half-dozen * x=3: plot(3, 2), D>0: D=half dozen-12=-six, y=2+1=three, D=-vi+half-dozen=0 * x=4: plot(iv, iii), D≤0: D=0+6=6 * x=5: plot(5, iii), D>0: D=six-12=-6, y=three+1=four, D=-half dozen+6=0 * x=6: plot(6, 4), D≤0: D=0+vi=6
The result of this plot is shown to the right. The plotting can be viewed by plotting at the intersection of lines (blueish circles) or filling in pixel boxes (yellow squares). Regardless, the plotting is the same.
All cases [edit]
Still, equally mentioned above this is only for octant zero, that is lines starting at the origin with a slope between 0 and one where x increases past exactly one per iteration and y increases by 0 or 1.
The algorithm can be extended to cover slopes between 0 and -1 by checking whether y needs to increase or decrease (i.eastward. dy < 0)
plotLineLow(x0, y0, x1, y1) dx = x1 - x0 dy = y1 - y0 yi = 1 if dy < 0 yi = -1 dy = -dy end if D = (2 * dy) - dx y = y0 for x from x0 to x1 plot(ten, y) if D > 0 y = y + yi D = D + (ii * (dy - dx)) else D = D + two*dy end if
By switching the x and y axis an implementation for positive or negative steep slopes can exist written as
plotLineHigh(x0, y0, x1, y1) dx = x1 - x0 dy = y1 - y0 xi = 1 if dx < 0 xi = -one dx = -dx end if D = (2 * dx) - dy x = x0 for y from y0 to y1 plot(10, y) if D > 0 ten = x + eleven D = D + (2 * (dx - dy)) else D = D + two*dx end if
A complete solution would need to find whether x1 > x0 or y1 > y0 and reverse the input coordinates earlier drawing, thus
plotLine(x0, y0, x1, y1) if abs(y1 - y0) < abs(x1 - x0) if x0 > x1 plotLineLow(x1, y1, x0, y0) else plotLineLow(x0, y0, x1, y1) end if else if y0 > y1 plotLineHigh(x1, y1, x0, y0) else plotLineHigh(x0, y0, x1, y1) end if end if
In low level implementations which access the video memory directly, it would be typical for the special cases of vertical and horizontal lines to be handled separately as they can be highly optimized.
Some versions utilise Bresenham's principles of integer incremental fault to perform all octant line draws, balancing the positive and negative fault between the x and y coordinates.[2] Take note that the club is non necessarily guaranteed; in other words, the line may be drawn from (x0, y0) to (x1, y1) or from (x1, y1) to (x0, y0).
plotLine(x0, y0, x1, y1) dx = abs(x1 - x0) sx = x0 < x1 ? 1 : -i dy = -abs(y1 - y0) sy = y0 < y1 ? i : -ane mistake = dx + dy while truthful plot(x0, y0) if x0 == x1 && y0 == y1 break e2 = ii * mistake if e2 >= dy if x0 == x1 break error = error + dy x0 = x0 + sx end if if e2 <= dx if y0 == y1 suspension error = error + dx y0 = y0 + sy terminate if end while
Similar algorithms [edit]
The Bresenham algorithm can be interpreted as slightly modified digital differential analyzer (using 0.5 equally error threshold instead of 0, which is required for not-overlapping polygon rasterizing).
The principle of using an incremental fault in identify of division operations has other applications in graphics. It is possible to utilise this technique to summate the U,Five co-ordinates during raster browse of texture mapped polygons.[4] The voxel heightmap software-rendering engines seen in some PC games also used this principle.
Bresenham besides published a Run-Slice (equally opposed to the Run-Length) computational algorithm. This method has been represented in a number of US patents:
5,815,163 | Method and apparatus to draw line slices during calculation | |
five,740,345 | Method and apparatus for displaying computer graphics data stored in a compressed format with an efficient color indexing system | |
v,657,435 | Run slice line draw engine with non-linear scaling capabilities | |
five,627,957 | Run slice line draw engine with enhanced processing capabilities | |
v,627,956 | Run slice line draw engine with stretching capabilities | |
five,617,524 | Run piece line draw engine with shading capabilities | |
5,611,029 | Run slice line draw engine with non-linear shading capabilities | |
5,604,852 | Method and apparatus for displaying a parametric curve on a video brandish | |
5,600,769 | Run piece line draw engine with enhanced clipping techniques |
An extension to the algorithm that handles thick lines was created by Alan Irish potato at IBM.[v]
See also [edit]
- Digital differential analyzer (graphics algorithm), a simple and full general method for rasterizing lines and triangles
- Xiaolin Wu's line algorithm, a similarly fast method of cartoon lines with antialiasing
- Midpoint circle algorithm, a similar algorithm for cartoon circles
Notes [edit]
- ^ Paul E. Black. Dictionary of Algorithms and Data Structures, NIST. https://xlinux.nist.gov/dads/HTML/bresenham.html
- ^ a b Zingl, Alois "A Rasterizing Algorithm for Drawing Curves" (2012) http://members.chello.at/~easyfilter/Bresenham.pdf
- ^ Joy, Kenneth. "Bresenham's Algorithm" (PDF). Visualization and Graphics Research Group, Department of Reckoner Science, Academy of California, Davis. Retrieved 20 December 2016.
- ^ US 5739818, Spackman, John Neil, "Apparatus and method for performing perspectively correct interpolation in figurer graphics", published 1998-04-14, assigned to Canon KK
- ^ "Murphy'southward Modified Bresenham Line Algorithm". homepages.enterprise.cyberspace . Retrieved 2018-06-09 .
References [edit]
- Bresenham, J. East. (1965). "Algorithm for computer control of a digital plotter" (PDF). IBM Systems Journal. 4 (1): 25–30. doi:x.1147/sj.41.0025. Archived from the original (PDF) on May 28, 2008.
- "The Bresenham Line-Drawing Algorithm", by Colin Flanagan
- Abrash, Michael (1997). Michael Abrash's graphics programming blackness volume . Albany, NY: Coriolis. pp. 654–678. ISBN978-1-57610-174-2. A very optimized version of the algorithm in C and assembly for use in video games with complete details of its inner workings
- Zingl, Alois (2012). "A Rasterizing Algorithm for Drawing Curves" (PDF). , The Beauty of Bresenham'southward Algorithms
Further reading [edit]
- Patrick-Gilles Maillot's Thesis an extension of the Bresenham line drawing algorithm to perform 3D hidden lines removal; likewise published in MICAD '87 proceedings on CAD/CAM and Computer Graphics, folio 591 - ISBN 2-86601-084-1.
- Line Thickening by Modification To Bresenham'south Algorithm, A.S. Murphy, IBM Technical Disclosure Bulletin, Vol. twenty, No. 12, May 1978.
rather than [which] for circle extension utilize: Technical Report 1964 January-27 -11- Circle Algorithm TR-02-286 IBM San Jose Lab or A Linear Algorithm for Incremental Digital Display of Circular Arcs February 1977 Communications of the ACM xx(2):100-106 DOI:x.1145/359423.359432
External links [edit]
- Michael Abrash'due south Graphics Programming Black Volume Special Edition: Chapter 35: Bresenham Is Fast, and Fast Is Good
- The Bresenham Line-Drawing Algorithm by Colin Flanagan
- National Plant of Standards and Applied science page on Bresenham's algorithm
- Calcomp 563 Incremental Plotter Information
- Bresenham Algorithm in several programming languages
- The Beauty of Bresenham's Algorithm – A elementary implementation to plot lines, circles, ellipses and Bézier curves
Source: https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
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