The majority of methods for line clipping make a rather large number of comparisons and involve a lot of calculations compared to modern ones. Most of the times, they are not so efficient as well as not so simple and applicable to the majority of cases. Besides the most popular ones, namely, Cohen-Sutherland, Liang-Barsky, Cyrus-Beck and Nicholl-Lee-Nicholl, other lineclipping methods have been presented over the years, each one having its own advantages and disadvantages. In this paper a new computation method for 2D line clipping against a rectangular window is introduced. The proposed method has been compared with the afore-mentioned ones as well as with two others; namely, Skala and Kodituwakku-Wijeweera-Chamikara, with respect to the number of operations performed and the computation time. The performance of the proposed method has been found to be better than all of the above-mentioned methods and it is found to be very fast, simple and can be implemented easily in any programming language or integrated development environment.
Clipping, as a fundamental process in computer graphics, displays only the part of a scene which is needed to be displayed and rejects all others. In two dimensions, the clipping process can be applied to a variety of geometric primitives such as points, lines, polygons or curves. A line-clipping algorithm processes each line in a scene through a series of tests and intersection calculations to determine whether the entire line or any part of it is to be saved. It also calculates the intersection position of a line with the window edges so its major goal is to minimize these calculations. This article surveys important techniques and algorithms for line-clipping in 2D but it also includes some of the latest research made by the authors. The survey criteria include evaluation of all line-clipping algorithms against a rectangular window, line clipping versus polygon clipping, and our line clipping against a convex polygon, as well as all line-clipping algorithms against a convex polygon algorithm.
Line clipping is a fundamental topic in an introductory computer graphics course. An understanding of a line-clipping algorithm is reinforced by having students write actual code and see the results by choosing a user-friendly integrated development environment such as Scratch, a visual programming language especially useful for children. In this article a new computation method for 2D line clipping against a rectangular window is introduced as a Scratch extension in order to assist computer graphics education. The proposed method has been compared with Cohen-Sutherland, Liang-Barsky, Cyrus-Beck, Nicholl-Lee-Nicholl and Kodituwakku-Wijeweera-Chamikara methods, with respect to the number of operations performed and the computation time. The performance of the proposed method has been found to be better than all of the above-mentioned methods and it is found to be very fast, simple and can be implemented easily in any programming language or integrated development environment. The simplicity and elegance of the proposed method makes it suitable for implementation by the student or pupil in a lab exercise.
Clipping algorithms essentially compute the intersection of the clipping object and the subject, so to go from two to three dimensions we replace the two-dimensional clipping object by the three-dimensional one (the view frustum). In three-dimensional graphics, the terminology of clipping can be used to describe many related features. Typically, “clipping” refers to operations in the plane that work with rectangular shapes, and “culling” refers to more general methods to selectively process scene model elements. The aim of this article is to survey important techniques and algorithms for line clipping in 3D, but it also includes some of the latest research performed by the authors.
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