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Bresenham's line algorithm

Bresenham's line algorithm is a line drawing 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. It is commonly used to draw line primitives in a bitmap image (e.g. on a computer screen), as it uses only integer addition, subtraction, and bit shifting, all of which are very cheap operations in commonly used computer instruction sets such as x86_64. It is an incremental error algorithm, and one of the earliest algorithms developed in the field of computer graphics. An extension to the original algorithm may be used for drawing circles.

While algorithms such as Wu's algorithm are also frequently used in modern computer graphics because they can support antialiasing, Bresenham's line algorithm is still important because of its speed and simplicity. 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. Because the algorithm is very simple, it is often 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's original algorithm.

History

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's San Jose development lab. A Calcomp plotter had been attached to an IBM 1401 via the 1407 typewriter console. [The algorithm] was in production use by summer 1962, possibly a month or so earlier. 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 made my presentation if they could publish the paper. I happily agreed, and they printed it in 1965.

Bresenham's algorithm has been extended to produce circles, ellipses, cubic and quadratic bezier curves, as well as native anti-aliased versions of those.[2]

Method

 
Illustration of the result of Bresenham's line algorithm. (0,0) is at the top left corner of the grid, (1,1) is at the top left end of the line and (11, 5) is at the bottom right end of the line.

The following conventions will be used:

  • the top-left is (0,0) such that pixel coordinates increase in the right and down directions (e.g. that the pixel at (7,4) is directly above the pixel at (7,5)), and
  • the pixel centers have integer coordinates.

The endpoints of the line are the pixels at   and  , where the first coordinate of the pair is the column and the second is the row.

The algorithm will be initially presented only for the octant in which the segment goes down and to the right (  and  ), and its horizontal projection   is longer than the vertical projection   (the line has a positive slope less than 1). In this octant, for each column x between   and  , there is exactly one row y (computed by 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 can remain the same or increase by 1. The general equation of the line through the endpoints is given by:

 .

Since we know the column, x, the pixel's row, y, is given by rounding this quantity to the nearest integer:

 .

The slope   depends on the endpoint coordinates only and can be precomputed, and the ideal y for successive integer values of x can be computed starting from   and repeatedly adding the slope.

In practice, the algorithm does not keep track of the y coordinate, which increases by m = ∆y/∆x each time the x increases by one; it keeps an error bound at each stage, which represents the negative of the distance from (a) the point where the line exits the pixel to (b) the top edge of the pixel. This value is first set to   (due to using the pixel's center coordinates), and is incremented by m each time the x coordinate is incremented by one. If the error becomes greater than 0.5, we know that the line has moved upwards one pixel, and that we 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.[3]

Derivation

To derive Bresenham's algorithm, two steps must be taken. The first 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

 
y=f(x)=.5x+1 or f(x,y)=x-2y+2
 
Positive and negative half-planes

The slope-intercept form of a line is written as

 

where m is the slope and b is the y-intercept. Because this is a function of only  , it can't represent a vertical line. Therefore, it would be useful to make this equation written as a function of both   and  , to be able to draw lines at any angle. The angle (or slope) of a line can be stated as "rise over run," or  . Then, using algebraic manipulation,

 

Letting this last equation be a function of   and  , it can be written as

 

where the constants are

  •  
  •  
  •  

The line is then defined for some constants A, B, and C anywhere  . That is, for any   not on the line,  . This form involves only integers if   and   are integers, since the constants A, B, and C are defined as integers.

As an example, the line   then this could be written as  . The point (2,2) is on the line

 

and the point (2,3) is not on the line

 

and neither is the point (2,1)

 

Notice that the points (2,1) and (2,3) are on opposite sides of the line and f(x,y) evaluates to positive or negative. A line splits a plane into halves and the half-plane that has a negative f(x,y) can be called the negative half-plane, and the other half can be called the positive half-plane. This observation is very important in the remainder of the derivation.

Algorithm

Clearly, the starting point is on the line

 

only 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 end points).

 
Candidate point (2,2) in blue and two candidate points in green (3,2) and (3,3)

Keeping in mind that the slope is at most  , the problem now presents itself as to whether the next point should be at   or  . Perhaps intuitively, the point should be chosen based upon which is closer to the line at  . If it is closer to the former then include the former point on the line, if the latter then the latter. To answer this, evaluate the line function at the midpoint between these two points:

 

If the value of this is positive then the ideal line is below the midpoint and closer to the candidate point  ; in effect the y coordinate has advanced. Otherwise, the ideal line passes through or above the midpoint, and the y coordinate has not advanced; in this case choose the point  . The value of the line function at this midpoint is the sole determinant of which point should be chosen.

The adjacent image shows the blue point (2,2) chosen to be on the line with two candidate points in green (3,2) and (3,3). The black point (3, 2.5) is the midpoint between the two candidate points.

Algorithm for integer arithmetic

Alternatively, the difference 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-point arithmetic. To derive the alternative method, define the difference 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, then choose  , otherwise choose  .

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 be generalized by accumulating the error on each subsequent point.

 
Plotting the line from (0,1) to (6,4) showing a plot of grid lines and pixels

All of the derivation for the algorithm is done. One performance issue is the 1/2 factor in the initial value of D. Since all of this is about the sign of the accumulated difference, then everything can be multiplied by 2 with no consequence.

This results in an algorithm that uses only integer arithmetic.

plotLine(x0, y0, x1, y1) dx = x1 - x0 dy = y1 - y0 D = 2*dy - dx y = y0 for x from x0 to x1 plot(x, y) if D > 0 y = y + 1 D = D - 2*dx end if D = D + 2*dy 

Running this algorithm for   from (0,1) to (6,4) yields the following differences with dx=6 and dy=3:

D=2*3-6=0 Loop from 0 to 6 * x=0: plot(0, 1), D≤0: D=0+6=6 * x=1: plot(1, 1), D>0: D=6-12=-6, y=1+1=2, D=-6+6=0 * x=2: plot(2, 2), D≤0: D=0+6=6 * x=3: plot(3, 2), D>0: D=6-12=-6, y=2+1=3, D=-6+6=0 * x=4: plot(4, 3), D≤0: D=0+6=6 * x=5: plot(5, 3), D>0: D=6-12=-6, y=3+1=4, D=-6+6=0 * x=6: plot(6, 4), D≤0: D=0+6=6 

The result of this plot is shown to the right. The plotting can be viewed by plotting at the intersection of lines (blue circles) or filling in pixel boxes (yellow squares). Regardless, the plotting is the same.

All cases

However, as mentioned above this is only works for octant zero, that is lines starting at the origin with a slope between 0 and 1 where x increases by exactly 1 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.e. 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(x, y) if D > 0 y = y + yi D = D + (2 * (dy - dx)) else D = D + 2*dy end if 

By switching the x and y axis an implementation for positive or negative steep slopes can be written as

plotLineHigh(x0, y0, x1, y1) dx = x1 - x0 dy = y1 - y0 xi = 1 if dx < 0 xi = -1 dx = -dx end if D = (2 * dx) - dy x = x0 for y from y0 to y1 plot(x, y) if D > 0 x = x + xi D = D + (2 * (dx - dy)) else D = D + 2*dx end if 

A complete solution would need to detect whether x1 > x0 or y1 > y0 and reverse the input coordinates before 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 use Bresenham's principles of integer incremental error to perform all octant line draws, balancing the positive and negative error between the x and y coordinates.[2] Take note that the order is not 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 : -1 dy = -abs(y1 - y0) sy = y0 < y1 ? 1 : -1 error = dx + dy while true plot(x0, y0) if x0 == x1 && y0 == y1 break e2 = 2 * error if e2 >= dy if x0 == x1 break error = error + dy x0 = x0 + sx end if if e2 <= dx if y0 == y1 break error = error + dx y0 = y0 + sy end if end while 

Similar algorithms

The Bresenham algorithm can be interpreted as slightly modified digital differential analyzer (using 0.5 as error threshold instead of 0, which is required for non-overlapping polygon rasterizing).

The principle of using an incremental error in place of division operations has other applications in graphics. It is possible to use this technique to calculate the U,V co-ordinates during raster scan of texture mapped polygons.[4] The voxel heightmap software-rendering engines seen in some PC games also used this principle.

Bresenham also published a Run-Slice (as 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
5,740,345 Method and apparatus for displaying computer graphics data stored in a compressed format with an efficient color indexing system
5,657,435 Run slice line draw engine with non-linear scaling capabilities
5,627,957 Run slice line draw engine with enhanced processing capabilities
5,627,956 Run slice line draw engine with stretching capabilities
5,617,524 Run slice 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 display
5,600,769 Run slice line draw engine with enhanced clipping techniques

An extension to the algorithm that handles thick lines was created by Alan Murphy at IBM.[5]

See also

Notes

  1. ^ Paul E. Black. Dictionary of Algorithms and Data Structures, NIST. https://xlinux.nist.gov/dads/HTML/bresenham.html
  2. ^ a b Zingl, Alois "A Rasterizing Algorithm for Drawing Curves" (2012) http://members.chello.at/~easyfilter/Bresenham.pdf
  3. ^ Joy, Kenneth. "Bresenham's Algorithm" (PDF). Visualization and Graphics Research Group, Department of Computer Science, University of California, Davis. Retrieved 20 December 2016.
  4. ^ US 5739818, Spackman, John Neil, "Apparatus and method for performing perspectively correct interpolation in computer graphics", published 1998-04-14, assigned to Canon KK 
  5. ^ "Murphy's Modified Bresenham Line Algorithm". homepages.enterprise.net. Retrieved 2018-06-09.

References

  • Bresenham, J. E. (1965). (PDF). IBM Systems Journal. 4 (1): 25–30. doi:10.1147/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 black book. Albany, NY: Coriolis. pp. 654–678. ISBN 978-1-57610-174-2. 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's Algorithms

Further reading

  • Patrick-Gillesbanda Thesis an extension of the Bresenham line drawing algorithm to perform 3D hidden lines removal; also published in MICAD '87 proceedings on CAD/CAM and Computer Graphics, page 591 - ISBN 2-86601-084-1.
  • Line Thickening by Modification To Bresenham's Algorithm, A.S. Murphy, IBM Technical Disclosure Bulletin, Vol. 20, No. 12, May 1978. rather than [which] for circle extension use: Technical Report 1964 Jan-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 20(2):100-106 DOI:10.1145/359423.359432

External links

  • Michael Abrash's Graphics Programming Black Book Special Edition: Chapter 35: Bresenham Is Fast, and Fast Is Good
  • The Bresenham Line-Drawing Algorithm by Colin Flanagan
  • National Institute of Standards and Technology page on Bresenham's algorithm
  • Calcomp 563 Incremental Plotter Information
  • Bresenham Algorithm in several programming languages
  • The Beauty of Bresenham's Algorithm – A simple implementation to plot lines, circles, ellipses and Bézier curves

bresenham, line, algorithm, line, drawing, algorithm, that, determines, points, dimensional, raster, that, should, selected, order, form, close, approximation, straight, line, between, points, commonly, used, draw, line, primitives, bitmap, image, computer, sc. Bresenham s line algorithm is a line drawing 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 It is commonly used to draw line primitives in a bitmap image e g on a computer screen as it uses only integer addition subtraction and bit shifting all of which are very cheap operations in commonly used computer instruction sets such as x86 64 It is an incremental error algorithm and one of the earliest algorithms developed in the field of computer graphics An extension to the original algorithm may be used for drawing circles While algorithms such as Wu s algorithm are also frequently used in modern computer graphics because they can support antialiasing Bresenham s line algorithm is still important because of its speed and simplicity 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 Because the algorithm is very simple it is often 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 s original algorithm Contents 1 History 2 Method 3 Derivation 3 1 Line equation 3 2 Algorithm 3 2 1 Algorithm for integer arithmetic 3 3 All cases 4 Similar algorithms 5 See also 6 Notes 7 References 8 Further reading 9 External linksHistory EditBresenham 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 s San Jose development lab A Calcomp plotter had been attached to an IBM 1401 via the 1407 typewriter console The algorithm was in production use by summer 1962 possibly a month or so earlier 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 made my presentation if they could publish the paper I happily agreed and they printed it in 1965 Bresenham s algorithm has been extended to produce circles ellipses cubic and quadratic bezier curves as well as native anti aliased versions of those 2 Method Edit Illustration of the result of Bresenham s line algorithm 0 0 is at the top left corner of the grid 1 1 is at the top left end of the line and 11 5 is at the bottom right end of the line The following conventions will be used the top left is 0 0 such that pixel coordinates increase in the right and down directions e g that the pixel at 7 4 is directly above the pixel at 7 5 and the pixel centers have integer coordinates The endpoints of the line are the pixels at x 0 y 0 displaystyle x 0 y 0 and x 1 y 1 displaystyle x 1 y 1 where the first coordinate of the pair is the column and the second is the row The algorithm will be initially presented only for the octant in which the segment goes down and to the right x 0 x 1 displaystyle x 0 leq x 1 and y 0 y 1 displaystyle y 0 leq y 1 and its horizontal projection x 1 x 0 displaystyle x 1 x 0 is longer than the vertical projection y 1 y 0 displaystyle y 1 y 0 the line has a positive slope less than 1 In this octant for each column x between x 0 displaystyle x 0 and x 1 displaystyle x 1 there is exactly one row y computed by the algorithm containing a pixel of the line while each row between y 0 displaystyle y 0 and y 1 displaystyle y 1 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 can remain the same or increase by 1 The general equation of the line through the endpoints is given by y y 0 y 1 y 0 x x 0 x 1 x 0 displaystyle frac y y 0 y 1 y 0 frac x x 0 x 1 x 0 Since we know the column x the pixel s row y is given by rounding this quantity to the nearest integer y y 1 y 0 x 1 x 0 x x 0 y 0 displaystyle y frac y 1 y 0 x 1 x 0 x x 0 y 0 The slope y 1 y 0 x 1 x 0 displaystyle y 1 y 0 x 1 x 0 depends on the endpoint coordinates only and can be precomputed and the ideal y for successive integer values of x can be computed starting from y 0 displaystyle y 0 and repeatedly adding the slope In practice the algorithm does not keep track of the y coordinate which increases by m y x each time the x increases by one it keeps an error bound at each stage which represents the negative of the distance from a the point where the line exits the pixel to b the top edge of the pixel This value is first set to y 0 0 5 displaystyle y 0 0 5 due to using the pixel s center coordinates and is incremented by m each time the x coordinate is incremented by one If the error becomes greater than 0 5 we know that the line has moved upwards one pixel and that we 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 3 Derivation EditTo derive Bresenham s algorithm two steps must be taken The first 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 y f x 5x 1 or f x y x 2y 2 Positive and negative half planes The slope intercept form of a line is written as y f x m x b displaystyle y f x mx b where m is the slope and b is the y intercept Because this is a function of only x displaystyle x it can t represent a vertical line Therefore it would be useful to make this equation written as a function of both x displaystyle x and y displaystyle y to be able to draw lines at any angle The angle or slope of a line can be stated as rise over run or D y D x displaystyle Delta y Delta x Then using algebraic manipulation y m x b y D y D x x b D x y D y x D x b 0 D y x D x y D x b displaystyle begin aligned y amp mx b y amp frac Delta y Delta x x b Delta x y amp Delta y x Delta x b 0 amp Delta y x Delta x y Delta x b end aligned Letting this last equation be a function of x displaystyle x and y displaystyle y it can be written as f x y A x B y C 0 displaystyle f x y Ax By C 0 where the constants are A D y y 1 y 0 displaystyle A Delta y y 1 y 0 B D x x 1 x 0 displaystyle B Delta x x 1 x 0 C D x b x 1 y 0 x 0 y 1 displaystyle C Delta x b x 1 y 0 x 0 y 1 The line is then defined for some constants A B and C anywhere f x y 0 displaystyle f x y 0 That is for any x y displaystyle x y not on the line f x y 0 displaystyle f x y neq 0 This form involves only integers if x displaystyle x and y displaystyle y are integers since the constants A B and C are defined as integers As an example the line y 1 2 x 1 displaystyle y frac 1 2 x 1 then this could be written as f x y x 2 y 2 displaystyle f x y x 2y 2 The point 2 2 is on the line f 2 2 x 2 y 2 2 2 2 2 2 4 2 0 displaystyle f 2 2 x 2y 2 2 2 2 2 2 4 2 0 and the point 2 3 is not on the line f 2 3 2 2 3 2 2 6 2 2 displaystyle f 2 3 2 2 3 2 2 6 2 2 and neither is the point 2 1 f 2 1 2 2 1 2 2 2 2 2 displaystyle f 2 1 2 2 1 2 2 2 2 2 Notice that the points 2 1 and 2 3 are on opposite sides of the line and f x y evaluates to positive or negative A line splits a plane into halves and the half plane that has a negative f x y can be called the negative half plane and the other half can be called the positive half plane This observation is very important in the remainder of the derivation Algorithm Edit Clearly the starting point is on the line f x 0 y 0 0 displaystyle f x 0 y 0 0 only 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 end points Candidate point 2 2 in blue and two candidate points in green 3 2 and 3 3 Keeping in mind that the slope is at most 1 displaystyle 1 the problem now presents itself as to whether the next point should be at x 0 1 y 0 displaystyle x 0 1 y 0 or x 0 1 y 0 1 displaystyle x 0 1 y 0 1 Perhaps intuitively the point should be chosen based upon which is closer to the line at x 0 1 displaystyle x 0 1 If it is closer to the former then include the former point on the line if the latter then the latter To answer this evaluate the line function at the midpoint between these two points f x 0 1 y 0 1 2 displaystyle f x 0 1 y 0 tfrac 1 2 If the value of this is positive then the ideal line is below the midpoint and closer to the candidate point x 0 1 y 0 1 displaystyle x 0 1 y 0 1 in effect the y coordinate has advanced Otherwise the ideal line passes through or above the midpoint and the y coordinate has not advanced in this case choose the point x 0 1 y 0 displaystyle x 0 1 y 0 The value of the line function at this midpoint is the sole determinant of which point should be chosen The adjacent image shows the blue point 2 2 chosen to be on the line with two candidate points in green 3 2 and 3 3 The black point 3 2 5 is the midpoint between the two candidate points Algorithm for integer arithmetic Edit Alternatively the difference 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 point arithmetic To derive the alternative method define the difference to be as follows D f x 0 1 y 0 1 2 f x 0 y 0 displaystyle D f x 0 1 y 0 tfrac 1 2 f x 0 y 0 For the first decision this formulation is equivalent to the midpoint method since f x 0 y 0 0 displaystyle f x 0 y 0 0 at the starting point Simplifying this expression yields D A x 0 1 B y 0 1 2 C A x 0 B y 0 C A x 0 B y 0 C A 1 2 B A x 0 B y 0 C A 1 2 B D y 1 2 D x displaystyle begin array rclcl D amp amp left A x 0 1 B left y 0 frac 1 2 right C right amp amp left Ax 0 By 0 C right amp amp left Ax 0 By 0 C A frac 1 2 B right amp amp left Ax 0 By 0 C right amp amp A frac 1 2 B Delta y frac 1 2 Delta x end array Just as with the midpoint method if D displaystyle D is positive then choose x 0 1 y 0 1 displaystyle x 0 1 y 0 1 otherwise choose x 0 1 y 0 displaystyle x 0 1 y 0 If x 0 1 y 0 displaystyle x 0 1 y 0 is chosen the change in D will be D D f x 0 2 y 0 1 2 f x 0 1 y 0 1 2 A D y displaystyle begin array lclcl Delta D amp amp f x 0 2 y 0 tfrac 1 2 f x 0 1 y 0 tfrac 1 2 amp amp A amp amp Delta y end array If x 0 1 y 0 1 displaystyle x 0 1 y 0 1 is chosen the change in D will be D D f x 0 2 y 0 3 2 f x 0 1 y 0 1 2 A B D y D x displaystyle begin array lclcl Delta D amp amp f x 0 2 y 0 tfrac 3 2 f x 0 1 y 0 tfrac 1 2 amp amp A B amp amp Delta y Delta x end array If the new D is positive then x 0 2 y 0 1 displaystyle x 0 2 y 0 1 is chosen otherwise x 0 2 y 0 displaystyle x 0 2 y 0 This decision can be generalized by accumulating the error on each subsequent point Plotting the line from 0 1 to 6 4 showing a plot of grid lines and pixels All of the derivation for the algorithm is done One performance issue is the 1 2 factor in the initial value of D Since all of this is about the sign of the accumulated difference then everything can be multiplied by 2 with no consequence This results in an algorithm that uses only integer arithmetic plotLine x0 y0 x1 y1 dx x1 x0 dy y1 y0 D 2 dy dx y y0 for x from x0 to x1 plot x y if D gt 0 y y 1 D D 2 dx end if D D 2 dy Running this algorithm for f x y x 2 y 2 displaystyle f x y x 2y 2 from 0 1 to 6 4 yields the following differences with dx 6 and dy 3 D 2 3 6 0 Loop from 0 to 6 x 0 plot 0 1 D 0 D 0 6 6 x 1 plot 1 1 D gt 0 D 6 12 6 y 1 1 2 D 6 6 0 x 2 plot 2 2 D 0 D 0 6 6 x 3 plot 3 2 D gt 0 D 6 12 6 y 2 1 3 D 6 6 0 x 4 plot 4 3 D 0 D 0 6 6 x 5 plot 5 3 D gt 0 D 6 12 6 y 3 1 4 D 6 6 0 x 6 plot 6 4 D 0 D 0 6 6 The result of this plot is shown to the right The plotting can be viewed by plotting at the intersection of lines blue circles or filling in pixel boxes yellow squares Regardless the plotting is the same All cases Edit However as mentioned above this is only works for octant zero that is lines starting at the origin with a slope between 0 and 1 where x increases by exactly 1 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 e dy lt 0 plotLineLow x0 y0 x1 y1 dx x1 x0 dy y1 y0 yi 1 if dy lt 0 yi 1 dy dy end if D 2 dy dx y y0 for x from x0 to x1 plot x y if D gt 0 y y yi D D 2 dy dx else D D 2 dy end if By switching the x and y axis an implementation for positive or negative steep slopes can be written as plotLineHigh x0 y0 x1 y1 dx x1 x0 dy y1 y0 xi 1 if dx lt 0 xi 1 dx dx end if D 2 dx dy x x0 for y from y0 to y1 plot x y if D gt 0 x x xi D D 2 dx dy else D D 2 dx end if A complete solution would need to detect whether x1 gt x0 or y1 gt y0 and reverse the input coordinates before drawing thus plotLine x0 y0 x1 y1 if abs y1 y0 lt abs x1 x0 if x0 gt x1 plotLineLow x1 y1 x0 y0 else plotLineLow x0 y0 x1 y1 end if else if y0 gt 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 use Bresenham s principles of integer incremental error to perform all octant line draws balancing the positive and negative error between the x and y coordinates 2 Take note that the order is not 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 lt x1 1 1 dy abs y1 y0 sy y0 lt y1 1 1 error dx dy while true plot x0 y0 if x0 x1 amp amp y0 y1 break e2 2 error if e2 gt dy if x0 x1 break error error dy x0 x0 sx end if if e2 lt dx if y0 y1 break error error dx y0 y0 sy end if end whileSimilar algorithms EditThe Bresenham algorithm can be interpreted as slightly modified digital differential analyzer using 0 5 as error threshold instead of 0 which is required for non overlapping polygon rasterizing The principle of using an incremental error in place of division operations has other applications in graphics It is possible to use this technique to calculate the U V co ordinates during raster scan of texture mapped polygons 4 The voxel heightmap software rendering engines seen in some PC games also used this principle Bresenham also published a Run Slice as 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 calculation5 740 345 Method and apparatus for displaying computer graphics data stored in a compressed format with an efficient color indexing system5 657 435 Run slice line draw engine with non linear scaling capabilities5 627 957 Run slice line draw engine with enhanced processing capabilities5 627 956 Run slice line draw engine with stretching capabilities5 617 524 Run slice line draw engine with shading capabilities5 611 029 Run slice line draw engine with non linear shading capabilities5 604 852 Method and apparatus for displaying a parametric curve on a video display5 600 769 Run slice line draw engine with enhanced clipping techniquesAn extension to the algorithm that handles thick lines was created by Alan Murphy at IBM 5 See also EditDigital differential analyzer graphics algorithm a simple and general method for rasterizing lines and triangles Xiaolin Wu s line algorithm a similarly fast method of drawing lines with antialiasing Midpoint circle algorithm a similar algorithm for drawing circlesNotes 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 Computer Science University of California Davis Retrieved 20 December 2016 US 5739818 Spackman John Neil Apparatus and method for performing perspectively correct interpolation in computer graphics published 1998 04 14 assigned to Canon KK Murphy s Modified Bresenham Line Algorithm homepages enterprise net Retrieved 2018 06 09 References EditBresenham J E 1965 Algorithm for computer control of a digital plotter PDF IBM Systems Journal 4 1 25 30 doi 10 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 black book Albany NY Coriolis pp 654 678 ISBN 978 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 s AlgorithmsFurther reading EditPatrick Gillesbanda Thesis an extension of the Bresenham line drawing algorithm to perform 3D hidden lines removal also published in MICAD 87 proceedings on CAD CAM and Computer Graphics page 591 ISBN 2 86601 084 1 Line Thickening by Modification To Bresenham s Algorithm A S Murphy IBM Technical Disclosure Bulletin Vol 20 No 12 May 1978 rather than which for circle extension use Technical Report 1964 Jan 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 20 2 100 106 DOI 10 1145 359423 359432External links Edit Wikimedia Commons has media related to Bresenham algorithm Michael Abrash s Graphics Programming Black Book Special Edition Chapter 35 Bresenham Is Fast and Fast Is Good The Bresenham Line Drawing Algorithm by Colin Flanagan National Institute of Standards and Technology page on Bresenham s algorithm Calcomp 563 Incremental Plotter Information Bresenham Algorithm in several programming languages The Beauty of Bresenham s Algorithm A simple implementation to plot lines circles ellipses and Bezier curves Retrieved from https en wikipedia org w index php title Bresenham 27s line algorithm amp oldid 1145813731, wikipedia, wiki, book, books, library,

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