“…However, their computing cost is extremely high. Acceleration techniques using scanlines (Catmull 1978;Barros 1979) can reduce the computing cost, but not enough. Moreover, these algorithms are quite complex.…”
“…However, their computing cost is extremely high. Acceleration techniques using scanlines (Catmull 1978;Barros 1979) can reduce the computing cost, but not enough. Moreover, these algorithms are quite complex.…”
“…The skinny polygon algorithms [5,2,9] can properly handle crossing lines because they clip polygons against one another before filtering. They are more complicated to implement because they must store all polygons in main memory at one time.…”
Section: Anti-aliasingmentioning
confidence: 99%
“…Notable exceptions are [5], [2], and [9]. A good reason for ignoring the case of crossing lines is that it tends to complicate the antialiasing algorithm.…”
Section: Appendixmentioning
confidence: 99%
“…Existing anti-aliased line drawing algorithms fall into two classes: those which emulate plotters [7,10], and those more general polygon rendering algorithms which treat lines as long, thin polygons [5,2,9]. The latter class, which we shall call "skinny polygon" algorithms in this report, are more difficult to implement than the former class.…”
This algorithm draws lines on a gray-scale raster display by dragging a "brush" along the path of the line. The style of the line is determined by the properties of the brush. An anti-aliasing calculation is performed once for the brush itself and thereafter only a trivial additional operation is needed for each pixel through which the brush is dragged to yield an anti-aliased line.There are few constraints on the size, shape, and attributes of the brush. Lines can be curved as well as straight, It is possible to produce lines with a three dimensional appearance.
A major bottleneck in many graphics displays is the time required to scan-convert straight line segments. Most manufacturers use hardware based on Bresenham's [5] line algorithm. In this paper an algorithm is developed based on the original Bresenham scan-conversion together with the symmetry first noted by Gardner [18] and a recent double-step technique [31]. This results in a speed-up of scan-conversion by a factor of approximately 4 as compared to the original Bresenham algorithm. Hardware implementations are simple and efficient since the property of using only shift and increment operations is preserved.
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