Computer Graphics Computer Graphics Lecture 05 Lecture 05 Line Drawing Techniques Line Drawing Techniques Muhammad Munawar Ahmed Muhammad Munawar Ahmed
What is Point  A point( a position in a plane) is specified by a set of ordered pair(x, y) where x is the horizontal distance from the origin and y is the vertical distance from the origin.  Two points will specify a line.
Line Cont…  Lines are described by line equation such that if a point satisfies the line equation, then the point is on the line  Given two points, in Euclidean geometry, one can always find exactly one line that passes through the two points.  The slope-intercept form of the line, slope m is change in y divided by change in x and intercept b is the height at which the line crossed the y-axis.i.e (0, b) y = mx + b
Line Cont… A line segment is specified by its two end points. i.e (x1,y1) and (x2, y2). Any point will be on the line , if it satisfies the following conditions.  y3 = mx3 + b  Min(x1, x2)<= x3 <= max(x1, x2)  Min(y1, y2)<= y3 <= max(y1, y2)
Line Cont… A line may have three forms with respect to slope:  slope = 1  slope > 1 // Sharp Slope  slope < 1 // Gentle Slope
Line Cont… figure (a) figure (b) figure (c)
Line Drawing Techniques There are three techniques to be discussed to draw a line involving different time complexities that will be discussed along. These techniques are:  Incremental line algorithm  DDA line algorithm  Bresenham line algorithm
Incremental Line Algorithm This algorithm exploits simple line equation y = m x + b where m = dy / dx and b = y – m x
now check if |m| < 1 then x = x + 1 whereas y = m x + b
why to check |m| suppose a line has points p1 (10, 10) – p2 (20, 18) dy = y2 – y1 = 18 – 10 = 8 dx = x2 – x1 = 20 – 10 = 10
This means that there will be 10 pixels on the line in which for x-axis there will be distance of 1 between each pixel and for y-axis the distance will be 0.8.
Now consider the reverse case suppose a line has points p1 (10, 10) , p2 (16, 20) dy = y2 – y1 = 20 – 10 = 10 dx = x2 – x1 = 16 – 10 = 6
This means that there will be 10 pixels on the line in which for x-axis there will be distance of 0.6 between each pixel and for y-axis the distance will be 1.
Now sum-up all discussion in algorithm to fully understand. The algorithm will take two points P1 and P2 and draw line between them whereas each point consists of x,y coordinates.
dx = p2.x – p1. x dy = p2.y – p1. y m = dy / dx x = p1.x y = p1.y b = y – m * x
if |m| < 1 for counter = p1.x to p2.x drawPixel (x, y) x = x + 1 y = m * x + b else for counter = p1.y to p2.y drawPixel (x, y) y = y + 1 x = ( y – b ) / m
Discussion on algorithm:  quite simple and easy to understand  but involves a lot of mathematical calculations 24
We have another algorithm that works fine in all directions and involves less calculations; mostly only additions.
DDA Algorithm DDA abbreviated for digital differential analyzer has a very simple technique. Find difference, dx and dy as: dy = y2 – y1 dx = x2 – x1
if |dx| > |dy| then step = |dx| else step = |dy| Now very simple to say that step is the total number of pixels required for a line.
Next step is to find xIncrement and yIncrement: xIncrement = dx/step yIncrement = dy/step
Next a loop is required that will run ‘step’ times. In the loop drawPixel and add xIncrement to x1 and yIncrement to y1. Now sum-up all above in the algorithm:
DDA_Line (Point p1, Point p2) dx = p2.x – p1. x dy = p2.y – p1. y x1=p1.x y1=p1.y if |dx| > |dy| then step = |dx| else step = |dy|
xIncrement = dx/step yIncrement = dy/step for counter = 1 to step drawPixel (x1, y1) x1 = x1 + xIncrement y1 = y1 + yIncrement
Criticism on Algorithm: Use of floating point calculation An algorithm based on integer type calculations is likely to be more efficient
Therefore, after some effort, finally we came up with an algorithm called “Bresenham Line Drawing Algorithm” which would be discussed next.
Bresenham Algorithm Bresenham's algorithm finds the closest integer coordinates to the actual line, using only integer math. Assuming that the slope is positive and less than 1, moving 1 step in the x direction, y either stays the same, or increases by 1. A decision function is required to resolve this choice.
Y=mx+b x=xi+1 d1 = y – yi = m * (xi +1)+b – yi d2 = yi + 1 – y = yi + 1 – m ( xi + 1 ) – b
pi = dx (d1 -d2 ) put value of d1 and d2 pi = dx (2m * (xi +1) + 2b – 2yi –1 ) pi = 2dy (xi +1) – 2dx yi + dx (2b–1 ) ------ ---------------- (i) pi = 2 dy xi – 2 dx yi + k ---------------- (ii) where k = 2 dy + dx (2b-1)
Then we can calculate pi+1 in terms of pi without any xi , yi or k . pi+1 = 2 dy xi+1 – 2 dx yi+1 + k pi+1 = 2 dy (xi + 1) – 2 dx yi+1 + k since xi+1 = xi + 1 pi+1 = 2 dy xi + 2 dy- 2 dx yi+1 + k --- ------------ (iii)
Now subtracting (ii) from (iii), we get pi+1 – pi =2 dy – 2 dx (yi+1 – yi ) pi+1 = pi + 2 dy – 2 dx (yi+1 – yi )
If the next point is: (xi +1,yi ) then d1 < d2 => d1 – d2 <0 => pi <0 => pi +1 = pi + 2 dy
If the next point is: (xi +1,yi +1) then d1 >d2 => d1 – d2 >0 => pi >0 => pi +1= pi + 2 dy – 2 dx
The pi is our decision variable, and calculated using integer arithmetic from pre-computed constants and its previous value. Now a question is remaining; i.e. how to calculate initial value of pi ? For that, we use equation (i) and put values (x1 , y1 )
pi = 2 dy (x1 +1) – 2 dx y1 + dx (2b – 1) where b = y – m x implies that pi = 2 dy x1 +2 dy – 2 dx y1 + dx ( 2 (y1 – mx1 ) – 1) pi = 2 dy x1 + 2 dy – 2 dx y1 + 2 dx y1 – 2 dy x1 – dx pi = 2 dy x1 + 2 dy – 2 dx y1 + 2 dx y1 – 2 dy x1 – dx
there are certain figures that will cancel each other (shown in pairs of different colour) pi = 2 dy - dx
dx = x2 -x1 dy = y2 -y1 p = 2dy-dx c1 = 2dy c2 = 2(dy-dx) x = x1 y = y1 plot (x, y, colour)
while (x < x2 ) x++ if (p < 0) p = p + c1 else p = p + c2 y++ plot (x,y,colour)
Improving Performance The use of separate x and y coordinates can be discarded in favour of direct frame buffer addressing. Most algorithms can be adapted to calculate only the initial frame buffer address corresponding to the starting point and to replace: x++ with Addr++ y++ with Addr+=XResolution
Fixed point representation allows a method for performing calculations using only integer arithmetic, but still obtaining the accuracy of floating point values. In fixed point, the fraction part of a value is stored separately, in another integer: M = Mint.Mfrac Mint = Int(M) Mfrac = Frac(M)× MaxInt
Addition in fixed point representation occurs by adding fractional and integer components separately, and only transferring any carry-over from the fractional result to the integer result. The sequence could be implemented using the following two integer additions: ADD Yfrac,Mfrac ; ADC Yint,Mint Improved versions of these algorithms exist. For example the following variations exist on Bresenham's original algorithm:
Symmetry (forward and backward simultaneously) Segmentation (divide into smaller identical segments - GCD(D x,D y) ) Double step, triple step, n step
Setting a Pixel Initial Task: Turning on a pixel (loading the frame buffer/bit- map). Assume the simplest case, i.e., an 8-bit, non- interlaced graphics system. Then each byte in the frame buffer corresponds to a pixel in the output display.
addr(0,0) = the memory address of the initial pixel (0,0) Number of rows = number of raster lines. Number of columns = number of pixels/raster line.
To find the address of a particular pixel (X,Y) we use the following formula: addr(X, Y) = addr(0,0) + Y rows * (Xm + 1) + X (all in bytes) addr(X,Y) = the memory address of pixel (X,Y)
Example: For a system with 640 × 480 pixel resolution, find the address of pixel (X = 340, Y = 150) addr(340, 150) = addr(0,0) + 150 * 640 + 340 = base + 96,340 is the byte location Graphics systems usually have a command such as set_pixel (x, y) where x, y are integers.
Lets call it a day!

computer_graphics_line_algorithm in Computer Graphics

  • 1.
    Computer Graphics Computer Graphics Lecture05 Lecture 05 Line Drawing Techniques Line Drawing Techniques Muhammad Munawar Ahmed Muhammad Munawar Ahmed
  • 2.
    What is Point A point( a position in a plane) is specified by a set of ordered pair(x, y) where x is the horizontal distance from the origin and y is the vertical distance from the origin.  Two points will specify a line.
  • 3.
    Line Cont…  Linesare described by line equation such that if a point satisfies the line equation, then the point is on the line  Given two points, in Euclidean geometry, one can always find exactly one line that passes through the two points.  The slope-intercept form of the line, slope m is change in y divided by change in x and intercept b is the height at which the line crossed the y-axis.i.e (0, b) y = mx + b
  • 4.
    Line Cont… A linesegment is specified by its two end points. i.e (x1,y1) and (x2, y2). Any point will be on the line , if it satisfies the following conditions.  y3 = mx3 + b  Min(x1, x2)<= x3 <= max(x1, x2)  Min(y1, y2)<= y3 <= max(y1, y2)
  • 5.
    Line Cont… A linemay have three forms with respect to slope:  slope = 1  slope > 1 // Sharp Slope  slope < 1 // Gentle Slope
  • 6.
    Line Cont… figure (a)figure (b) figure (c)
  • 7.
    Line Drawing Techniques Thereare three techniques to be discussed to draw a line involving different time complexities that will be discussed along. These techniques are:  Incremental line algorithm  DDA line algorithm  Bresenham line algorithm
  • 8.
    Incremental Line Algorithm Thisalgorithm exploits simple line equation y = m x + b where m = dy / dx and b = y – m x
  • 9.
    now check if |m|< 1 then x = x + 1 whereas y = m x + b
  • 10.
    why to check|m| suppose a line has points p1 (10, 10) – p2 (20, 18) dy = y2 – y1 = 18 – 10 = 8 dx = x2 – x1 = 20 – 10 = 10
  • 11.
    This means thatthere will be 10 pixels on the line in which for x-axis there will be distance of 1 between each pixel and for y-axis the distance will be 0.8.
  • 12.
    Now consider thereverse case suppose a line has points p1 (10, 10) , p2 (16, 20) dy = y2 – y1 = 20 – 10 = 10 dx = x2 – x1 = 16 – 10 = 6
  • 13.
    This means thatthere will be 10 pixels on the line in which for x-axis there will be distance of 0.6 between each pixel and for y-axis the distance will be 1.
  • 14.
    Now sum-up alldiscussion in algorithm to fully understand. The algorithm will take two points P1 and P2 and draw line between them whereas each point consists of x,y coordinates.
  • 15.
    dx = p2.x– p1. x dy = p2.y – p1. y m = dy / dx x = p1.x y = p1.y b = y – m * x
  • 16.
    if |m| <1 for counter = p1.x to p2.x drawPixel (x, y) x = x + 1 y = m * x + b else for counter = p1.y to p2.y drawPixel (x, y) y = y + 1 x = ( y – b ) / m
  • 17.
    Discussion on algorithm: quite simple and easy to understand  but involves a lot of mathematical calculations 24
  • 18.
    We have anotheralgorithm that works fine in all directions and involves less calculations; mostly only additions.
  • 19.
    DDA Algorithm DDA abbreviatedfor digital differential analyzer has a very simple technique. Find difference, dx and dy as: dy = y2 – y1 dx = x2 – x1
  • 20.
    if |dx| >|dy| then step = |dx| else step = |dy| Now very simple to say that step is the total number of pixels required for a line.
  • 21.
    Next step isto find xIncrement and yIncrement: xIncrement = dx/step yIncrement = dy/step
  • 22.
    Next a loopis required that will run ‘step’ times. In the loop drawPixel and add xIncrement to x1 and yIncrement to y1. Now sum-up all above in the algorithm:
  • 23.
    DDA_Line (Point p1,Point p2) dx = p2.x – p1. x dy = p2.y – p1. y x1=p1.x y1=p1.y if |dx| > |dy| then step = |dx| else step = |dy|
  • 24.
    xIncrement = dx/step yIncrement= dy/step for counter = 1 to step drawPixel (x1, y1) x1 = x1 + xIncrement y1 = y1 + yIncrement
  • 25.
    Criticism on Algorithm: Useof floating point calculation An algorithm based on integer type calculations is likely to be more efficient
  • 26.
    Therefore, after someeffort, finally we came up with an algorithm called “Bresenham Line Drawing Algorithm” which would be discussed next.
  • 27.
    Bresenham Algorithm Bresenham's algorithmfinds the closest integer coordinates to the actual line, using only integer math. Assuming that the slope is positive and less than 1, moving 1 step in the x direction, y either stays the same, or increases by 1. A decision function is required to resolve this choice.
  • 29.
    Y=mx+b x=xi+1 d1 = y– yi = m * (xi +1)+b – yi d2 = yi + 1 – y = yi + 1 – m ( xi + 1 ) – b
  • 30.
    pi = dx (d1 -d2 )put value of d1 and d2 pi = dx (2m * (xi +1) + 2b – 2yi –1 ) pi = 2dy (xi +1) – 2dx yi + dx (2b–1 ) ------ ---------------- (i) pi = 2 dy xi – 2 dx yi + k ---------------- (ii) where k = 2 dy + dx (2b-1)
  • 31.
    Then we cancalculate pi+1 in terms of pi without any xi , yi or k . pi+1 = 2 dy xi+1 – 2 dx yi+1 + k pi+1 = 2 dy (xi + 1) – 2 dx yi+1 + k since xi+1 = xi + 1 pi+1 = 2 dy xi + 2 dy- 2 dx yi+1 + k --- ------------ (iii)
  • 32.
    Now subtracting (ii)from (iii), we get pi+1 – pi =2 dy – 2 dx (yi+1 – yi ) pi+1 = pi + 2 dy – 2 dx (yi+1 – yi )
  • 33.
    If the nextpoint is: (xi +1,yi ) then d1 < d2 => d1 – d2 <0 => pi <0 => pi +1 = pi + 2 dy
  • 34.
    If the nextpoint is: (xi +1,yi +1) then d1 >d2 => d1 – d2 >0 => pi >0 => pi +1= pi + 2 dy – 2 dx
  • 35.
    The pi is ourdecision variable, and calculated using integer arithmetic from pre-computed constants and its previous value. Now a question is remaining; i.e. how to calculate initial value of pi ? For that, we use equation (i) and put values (x1 , y1 )
  • 36.
    pi = 2 dy(x1 +1) – 2 dx y1 + dx (2b – 1) where b = y – m x implies that pi = 2 dy x1 +2 dy – 2 dx y1 + dx ( 2 (y1 – mx1 ) – 1) pi = 2 dy x1 + 2 dy – 2 dx y1 + 2 dx y1 – 2 dy x1 – dx pi = 2 dy x1 + 2 dy – 2 dx y1 + 2 dx y1 – 2 dy x1 – dx
  • 37.
    there are certainfigures that will cancel each other (shown in pairs of different colour) pi = 2 dy - dx
  • 38.
    dx = x2 -x1 dy= y2 -y1 p = 2dy-dx c1 = 2dy c2 = 2(dy-dx) x = x1 y = y1 plot (x, y, colour)
  • 39.
    while (x <x2 ) x++ if (p < 0) p = p + c1 else p = p + c2 y++ plot (x,y,colour)
  • 40.
    Improving Performance The useof separate x and y coordinates can be discarded in favour of direct frame buffer addressing. Most algorithms can be adapted to calculate only the initial frame buffer address corresponding to the starting point and to replace: x++ with Addr++ y++ with Addr+=XResolution
  • 41.
    Fixed point representationallows a method for performing calculations using only integer arithmetic, but still obtaining the accuracy of floating point values. In fixed point, the fraction part of a value is stored separately, in another integer: M = Mint.Mfrac Mint = Int(M) Mfrac = Frac(M)× MaxInt
  • 42.
    Addition in fixedpoint representation occurs by adding fractional and integer components separately, and only transferring any carry-over from the fractional result to the integer result. The sequence could be implemented using the following two integer additions: ADD Yfrac,Mfrac ; ADC Yint,Mint Improved versions of these algorithms exist. For example the following variations exist on Bresenham's original algorithm:
  • 43.
    Symmetry (forward andbackward simultaneously) Segmentation (divide into smaller identical segments - GCD(D x,D y) ) Double step, triple step, n step
  • 44.
    Setting a Pixel InitialTask: Turning on a pixel (loading the frame buffer/bit- map). Assume the simplest case, i.e., an 8-bit, non- interlaced graphics system. Then each byte in the frame buffer corresponds to a pixel in the output display.
  • 46.
    addr(0,0) = thememory address of the initial pixel (0,0) Number of rows = number of raster lines. Number of columns = number of pixels/raster line.
  • 47.
    To find theaddress of a particular pixel (X,Y) we use the following formula: addr(X, Y) = addr(0,0) + Y rows * (Xm + 1) + X (all in bytes) addr(X,Y) = the memory address of pixel (X,Y)
  • 48.
    Example: For a systemwith 640 × 480 pixel resolution, find the address of pixel (X = 340, Y = 150) addr(340, 150) = addr(0,0) + 150 * 640 + 340 = base + 96,340 is the byte location Graphics systems usually have a command such as set_pixel (x, y) where x, y are integers.
  • 49.