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Lecture O4 Scan Conversion A Line

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0% found this document useful (0 votes)
10 views

Lecture O4 Scan Conversion A Line

Uploaded by

Shafqat Ullah
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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3/24/2024

Scan Conversion a Line

Lecture 4

Scan Conversion
 It is a process of representing graphics objects a
collection of pixels.
 The graphics objects are continuous.
 The pixels used are discrete.
 Each pixel can have either on or off state.
 0 is represented by pixel off and 1 is represented using
pixel on.
 Using this ability graphics computer represent picture
having discrete dots.
 Any model of graphics can be reproduced with a dense
matrix of dots or points.
 The process of converting is also called as rasterization.

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Examples of objects which can be scan


converted
 Point
 Line
 Sector
 Arc
 Ellipse
 Rectangle
 Polygon
 Characters
 Filled Regions

Pixel or Pel
 The term pixel is a short form of the picture element.
 It is also called a point or dot.
 It is the smallest picture unit accepted by display devices.
 A picture is constructed from hundreds of such pixels.
 Lines, circle, arcs, characters; curves are drawn with closely
spaced pixels.
 To display the digit or letter matrix of pixels is used.
 The closer the dots or pixels are, the better will be the quality
of picture.
 So the quality of the picture is directly proportional to the
density of pixels on the screen.

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Address of a Pixel

 Pixels are also defined as the smallest addressable unit or element of the
screen.
 P (5, 5) used to represent a pixel in the 5th row and the 5th column.
 Frame Buffer: Each pixel has some intensity value which is represented in
memory of computer called a frame buffer.
 Frame Buffer is also called a refresh buffer.
 This memory is a storage area for storing pixels values using which pictures
are displayed.
 It is also called as digital memory.
 Inside the buffer, image is stored as a pattern of binary digits either 0 or 1.
 So there is an array of 0 or 1 used to represent the picture.
 In black and white monitors, black pixels are represented using 1's and white
pixels are represented using 0's.
 bitmap: In case of systems having one bit per pixel frame buffer is called a
bitmap.
 pixmap: In systems with multiple bits per pixel it is called a pixmap.

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Scan Converting a Straight Line


 A straight line may be defined by two endpoints & an
equation.
 The two endpoints are described by (x1,y1) and
(x2,y2).

 The equation of the line is used to determine the x, y


coordinates of all the points that lie between these
two endpoints.
 y = mx + b
 where m = y / x & b = the y interrupt,

 we can find values of y by incrementing x from


 x =x1, to x = x2.
 By scan-converting these calculated x, y values, we
represent the line as a sequence of pixels.

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Properties of Good Line Drawing


Algorithm
 Line should appear Straight
 Lines should terminate accurately
 Lines should have constant density
 Line density should be independent of line length and
angle
 Line should be drawn rapidly

Algorithm for line Drawing

 Direct use of line equation


 DDA (Digital Differential Analyzer)
 Bresenham's Algorithm

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1- Direct use of line equation


 It is the simplest form of conversion. First of all scan
P1 and P2 points. P1 has co-ordinates (x1',y1') and (x2' y2'
).
 Example: A line with starting point as (0, 0) and ending
point (6, 18) is given. Calculate value of intermediate
points and slope of line.
 Solution: P1 (0,0) P7 (6,18)
 x1=0
y1=0
x2=6
y2=18

 We know equation of line is


y=mx+b
y = 3x + b......equation (1)
 put value of x from initial point in equation (1), i.e.,
(0, 0) x = 0, y = 0
0=3x0+b
0 = b ⟹ b=0
 put b = 0 in equation (1)
y = 3x + 0
y = 3x

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Intermediate points
 Now calculate intermediate points
Let x = 1 ⟹ y = 3 x 1 ⟹ y = 3
Let x = 2 ⟹ y = 3 x 2 ⟹ y = 6
Let x = 3 ⟹ y = 3 x 3 ⟹ y = 9
Let x = 4 ⟹ y = 3 x 4 ⟹ y = 12
Let x = 5 ⟹ y = 3 x 5 ⟹ y = 15
Let x = 6 ⟹ y = 3 x 6 ⟹ y = 18
 So points are P1 (0,0)
P2 (1,3)
P3 (2,6)
P4 (3,9)
P5 (4,12)
P6 (5,15)
P7 (6,18)

Algorithm for drawing line using


equation
 Step1: Start Algorithm
 Step2: Declare variables x1,x2,y1,y2,dx,dy,m,b,
 Step3: Enter values of x1,x2,y1,y2.
The (x1,y1) are co-ordinates of a starting point of
the line.
The (x2,y2) are co-ordinates of a ending point of
the line.
 Step4: Calculate dx = x2- x1
 Step5: Calculate dy = y2-y1
 Step6: Calculate m =
 Step7: Calculate b = y1-m* x1

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 Step8: Set (x, y) equal to starting point, i.e., lowest point


and xend equal to largest value of x.
 If dx < 0
then x = x2
y = y2
xend= x1
If dx > 0
then x = x1
y = y1
xend= x2
 Step9: Check whether the complete line has been drawn
if x=xend, stop
 Step10: Plot a point at current (x, y) coordinates
 Step11: Increment value of x, i.e., x = x+1
 Step12: Compute next value of y from equation y = mx +
b
 Step13: Go to Step9.

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