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Exp 3_Computer Graphics_Lab

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

Exp 3_Computer Graphics_Lab

Uploaded by

ARYA CHHERTI
Copyright
© © All Rights Reserved
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Download as DOCX, PDF, TXT or read online on Scribd
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WORKSHEET

Student Name: Aryan Chhetri UID: 20BCA1132


Branch: UIC Section/Group: BCA5/A
Semester: 5TH Sem Date of Performance:5.09.2022
Subject Name: Computer Graphics Lab Subject Code: 20CAP316

 Aim/Overview of the practical : Scan convert a line with starting points (10, 10) and (20,30) using
bresenhams line drawing algorithm.

1. Task to be done: #include<stdio.h>


#include<graphics.h>
void drawline(int x0, int y0, int x1, int y1)
{
int dx, dy, p, x, y;
dx=x1-x0;
dy=y1-y0;
x=x0;
y=y0;
p=2*dy-dx;
while(x<x1)
{
if(p>=0)
{
putpixel(x,y,7);
y=y+1;
p=p+2*dy-2*dx;
}
else
{
putpixel(x,y,7);
p=p+2*dy;}
x=x+1;
}
}
int main()
{
int gdriver=DETECT, gmode, error, x0, y0, x1, y1;
initgraph(&gdriver, &gmode, "c:\\turboc3\\bgi");
printf("Enter co-ordinates of first point: ");
scanf("%d%d", &x0, &y0);
printf("Enter co-ordinates of second point: ");
scanf("%d%d", &x1, &y1);
drawline(x0, y0, x1, y1);
return 0;
}

This algorithm is used for scan converting a line. It was developed by Bresenham. It is an efficient method because it
involves only integer addition, subtractions, and multiplication operations. These operations can be performed very rapidly
so lines can be generated quickly.

In this method, next pixel selected is that one who has the least distance from true line.

The method works as follows:

Assume a pixel P1'(x1',y1'),then select subsequent pixels as we work our may to the night, one pixel position at a time in
the horizontal direction toward P2'(x2',y2').

62.5M
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Hello Java Program for Beginners

Once a pixel in choose at any step

The next pixel is

1. Either the one to its right (lower-bound for the line)


2. One top its right and up (upper-bound for the line)

The line is best approximated by those pixels that fall the least distance from the path between P1',P2'.
To chooses the next one between the bottom pixel S and top pixel T.
If S is chosen
We have xi+1=xi+1 and yi+1=yi
If T is chosen
We have xi+1=xi+1 and yi+1=yi+1

The actual y coordinates of the line at x = xi+1is


y=mxi+1+b

The distance from S to the actual line in y direction


s = y-yi

The distance from T to the actual line in y direction


t = (yi+1)-y

Now consider the difference between these 2 distance values


s-t

When (s-t) <0 ⟹ s < t


The closest pixel is S

When (s-t) ≥0 ⟹ s < t

The closest pixel is T

This difference is
s-t = (y-yi)-[(yi+1)-y]
= 2y - 2yi -1

Substituting m by and introducing decision variable


di=△x (s-t)

di=△x (2 (xi+1)+2b-2yi-1)
=2△xyi-2△y-1△x.2b-2yi△x-△x
di=2△y.xi-2△x.yi+c

Where c= 2△y+△x (2b-1)

We can write the decision variable di+1 for the next slip on
di+1=2△y.xi+1-2△x.yi+1+c
di+1-di=2△y.(xi+1-xi)- 2△x(yi+1-yi)

Since x_(i+1)=xi+1,we have


di+1+di=2△y.(xi+1-xi)- 2△x(yi+1-yi)

Special Cases

If chosen pixel is at the top pixel T (i.e., di≥0)⟹ yi+1=yi+1


di+1=di+2△y-2△x

If chosen pixel is at the bottom pixel T (i.e., di<0)⟹ yi+1=yi


di+1=di+2△y

Finally, we calculate d1
d1=△x[2m(x1+1)+2b-2y1-1]
d1=△x[2(mx1+b-y1)+2m-1]

Since mx1+b-yi=0 and m = , we have


d1=2△y-△x

Advantage:
1. It involves only integer arithmetic, so it is simple.

2. It avoids the generation of duplicate points.


3. It can be implemented using hardware because it does not use multiplication and division.

4. It is faster as compared to DDA (Digital Differential Analyzer) because it does not involve floating point calculations like
DDA Algorithm.

Disadvantage:
1. This algorithm is meant for basic line drawing only Initializing is not a part of Bresenham's line algorithm. So to draw
smooth lines, you should want to look into a different algorithm.

Bresenham's Line Algorithm:


Step1: Start Algorithm

Step2: Declare variable x1,x2,y1,y2,d,i1,i2,dx,dy

Step3: Enter value of x1,y1,x2,y2


Where x1,y1are coordinates of starting point
And x2,y2 are coordinates of Ending point

Step4: Calculate dx = x2-x1


Calculate dy = y2-y1
Calculate i1=2*dy
Calculate i2=2*(dy-dx)
Calculate d=i1-dx

Step5: Consider (x, y) as starting point and x endas maximum possible value of x.
If dx < 0
Then x = x2
y = y2
xend=x1
If dx > 0
Then x = x1
y = y1
xend=x2

Step6: Generate point at (x,y)coordinates.

Step7: Check if whole line is generated.


If x > = xend
Stop.

Step8: Calculate co-ordinates of the next pixel


If d < 0
Then d = d + i1
If d ≥ 0
Then d = d + i2
Increment y = y + 1

Step9: Increment x = x + 1

Step10: Draw a point of latest (x, y) coordinates

Step11: Go to step 7
Step12: End of Algorithm

Example: Starting and Ending position of the line are (1, 1) and (8, 5). Find intermediate points.

Solution: x1=1
y1=1
x2=8
y2=5
dx= x2-x1=8-1=7
dy=y2-y1=5-1=4
I1=2* ∆y=2*4=8
I2=2*(∆y-∆x)=2*(4-7)=-6
d = I1-∆x=8-7=1

x y d=d+I1 or I2

1 1 d+I2=1+(-6)=-5

2 2 d+I1=-5+8=3

3 2 d+I2=3+(-6)=-3

4 3 d+I1=-3+8=5

5 3 d+I2=5+(-6)=-1

6 4 d+I1=-1+8=7

7 4 d+I2=7+(-6)=1

8 5
 Result/Output/Writing Summary:
Evaluation Grid:

Sr. No. Parameters Marks Obtained Maximum Marks


1. Worksheet 10
2. Demonstration/Performance /Pre 5
Lab-Quiz
3. Post Lab Quiz 5

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