enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. Bresenham's line algorithm - Wikipedia

    en.wikipedia.org/wiki/Bresenham's_line_algorithm

    Bresenham's line algorithm is named after Jack Elton Bresenham who developed it in 1962 at IBM. In 2001 Bresenham wrote: [1] I was working in the computation lab at IBM's San Jose development lab. A Calcomp plotter had been attached to an IBM 1401 via the 1407 typewriter console. [The algorithm] was in production use by summer 1962, possibly a ...

  3. Line drawing algorithm - Wikipedia

    en.wikipedia.org/wiki/Line_drawing_algorithm

    The Gupta-Sproull algorithm is based on Bresenham's line algorithm but adds antialiasing. An optimized variant of the Gupta-Sproull algorithm can be written in pseudocode as follows: DrawLine(x1, x2, y1, y2) { x = x1; y = y1; dx = x2 − x1; dy = y2 − y1; d = 2 * dy − dx; // discriminator

  4. Midpoint circle algorithm - Wikipedia

    en.wikipedia.org/wiki/Midpoint_circle_algorithm

    A circle of radius 23 drawn by the Bresenham algorithm. In computer graphics, the midpoint circle algorithm is an algorithm used to determine the points needed for rasterizing a circle. It is a generalization of Bresenham's line algorithm. The algorithm can be further generalized to conic sections. [1] [2] [3]

  5. Jack Elton Bresenham - Wikipedia

    en.wikipedia.org/wiki/Jack_Elton_Bresenham

    Bresenham's line algorithm, developed in 1962, is his most well-known innovation. It determines which points on a 2-dimensional raster should be plotted in order to form a straight line between two given points, and is commonly used to draw lines on a computer screen. It is one of the earliest algorithms discovered in the field of computer ...

  6. Category:Computer graphics algorithms - Wikipedia

    en.wikipedia.org/wiki/Category:Computer_graphics...

    Pages in category "Computer graphics algorithms" The following 49 pages are in this category, out of 49 total. ... Bresenham's line algorithm; C. Cinematic rendering ...

  7. Talk:Bresenham's line algorithm - Wikipedia

    en.wikipedia.org/wiki/Talk:Bresenham's_line...

    I'd like to note that these line drawing algorithms posted by PrisonerOfPain and the Bresenham's line algorithm discussed in the article will not even work for some lines going right down. Here is an example, line start at [1,1] and ends at [3, 25] the line is going right down(in the raster coordinate system), as you will see you'll loop only 2 ...

  8. Line of sight (video games) - Wikipedia

    en.wikipedia.org/wiki/Line_of_sight_(video_games)

    Line of sight is crucial to many types of video games, including, but not limited to, first-person shooters, strategy games, stealth games, and role-playing video games. In simplistic games with a top-down perspective, such as roguelikes , Bresenham's line algorithm can be used to determine line of sight.

  9. Timeline of algorithms - Wikipedia

    en.wikipedia.org/wiki/Timeline_of_algorithms

    1962 – Bresenham's line algorithm developed by Jack E. Bresenham; 1962 – Gale–Shapley 'stable-marriage' algorithm developed by David Gale and Lloyd Shapley; 1964 – Heapsort developed by J. W. J. Williams; 1964 – multigrid methods first proposed by R. P. Fedorenko; 1965 – Cooley–Tukey algorithm rediscovered by James Cooley and John ...