Computer Graphics
Computer Graphics
Explanation:
Algorithm Steps:
1. Input: Two endpoints of the line (x1, y1) and (x2, y2).
2. Initialize:
3. Iterate:
1. Input: Two endpoints of the line (x1, y1) and (x2, y2).
2. Compute:
If |dx| > |dy|, then the number of steps will be steps = |dx|.
Otherwise, steps = |dy|.
x_increment = dx / steps
y_increment = dy / steps
4. Initialize the starting point: Start with (x = x1, y = y1) and then keep adding the
increments to x and y in each step.
5. Iterate: For each step, plot the current (x, y) position and increment x and y until
the endpoint is reached.
Circle drwaing algorithm:
A circle drawing algorithm is a computational method used to draw a circle on a
grid-like structure, such as pixels on a screen, where ideal circular shapes may not
exist due to the discrete nature of the grid. These algorithms are designed to
approximate a circle's curve in a visually accurate way, ensuring symmetry and
smoothness.
The midpoint circle algorithm uses a decision parameter to determine the closest
pixel to the actual circle. It starts at the top of the circle (on the positive y-axis) and
proceeds outward, using the decision parameter to choose between moving
horizontally or diagonally to the next pixel. It calculates only one-eighth of the circle
(one octant) and mirrors the points into the other seven octants.
Circle Equation:
For a circle centered at (xc, yc) with radius r, the equation of the circle is:
Rather than calculating each point directly using this equation (which would require
square roots and floating-point operations), the midpoint algorithm uses
incremental integer arithmetic to determine the next point efficiently.
1. Input: The center of the circle (xc, yc) and the radius r.
2. Initialize:
Advantages:
Conclusion:
The Midpoint Circle Algorithm is an efficient and simple way to draw circles using
raster graphics. It exploits symmetry to reduce the number of points that need to be
calculated, and it uses a decision parameter to determine whether to move
horizontally or diagonally at each step. This approach avoids floating-point
arithmetic, making it well-suited for systems with limited computational power.
Bresenham's Circle Algorithm is an efficient and widely used algorithm for drawing
circles on a raster display (like a computer screen) with pixels. Like Bresenham's Line
Algorithm, it uses only integer arithmetic, making it faster than algorithms that rely
on floating-point calculations. This algorithm works by stepping through one octant
of the circle and using symmetry to plot the remaining points.
Key Idea Behind Bresenham's Circle Algorithm:
Where:
Rather than solving this equation for each pixel, Bresenham’s Circle Algorithm uses a
decision parameter to incrementally step through the circle’s points in a raster grid.
It calculates the closest pixel that approximates the ideal circle using only integer
arithmetic.
Symmetry of a Circle:
A circle has eightfold symmetry, meaning that if you calculate the points in one
octant (from 0° to 45°), you can reflect those points to cover the remaining seven
octants. This reduces the number of points that need to be calculated.
For example, if you calculate the point (x, y) in the first octant, the following points
can be reflected in the other octants:
1. (x, y) (Octant 1)
2. (-x, y) (Octant 2)
3. (x, -y) (Octant 3)
4. (-x, -y) (Octant 4)
5. (y, x) (Octant 5)
6. (-y, x) (Octant 6)
7. (y, -x) (Octant 7)
8. (-y, -x) (Octant 8)
Algorithm Steps:
1. Input: The center of the circle (xc, yc) and the radius r.
2. Initialize:
Plot the point (x, y) and use symmetry to plot the points in the other
seven octants.
Update the decision parameter p:
1. Efficiency: It uses only integer arithmetic, which makes it very fast and well-
suited for computer graphics.
2. No Floating-Point Calculations: The algorithm avoids floating-point
operations entirely.
3. Symmetry Utilization: By calculating points for just one-eighth of the circle
and using symmetry, the algorithm reduces the number of calculations.
4. Accurate Rendering: It produces smooth and accurate circles on raster
displays.
Conclusion:
Bresenham's Circle Algorithm is a highly efficient and fast algorithm for drawing
circles on pixel-based displays. It leverages integer arithmetic and symmetry,
avoiding complex operations like square roots and trigonometric functions. This
makes it ideal for real-time graphics applications where speed and efficiency are
important.