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If this number is odd, the point is inside; if even, the point is outside. The rule can be seen in effect in many vector graphic programs (such as Freehand or Illustrator), where a crossing of an outline with itself causes shapes to fill in strange ways. On a simple curve, the even–odd rule reduces to a decision algorithm for the point in ...
The original image didn't seem to be displaying, so I re-saved it as a normal SVG rather than an Inkscape SVG. Fingers crossed... 08:54, 3 April 2011: 1,618 × 1,541 (9 KB) Fuzzypeg {{Information |Description ={{en|1=Diagram showing how a curve (top) is filled according to two rules: the even-odd rule (left), and the non-zero winding rule (right).
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If the point is on the inside of the polygon then it will intersect the edge an odd number of times. The status of a point on the edge of the polygon depends on the details of the ray intersection algorithm. This algorithm is sometimes also known as the crossing number algorithm or the even–odd rule algorithm, and was known as early as 1962. [3]
A curve (top) is filled according to two rules: the even-odd rule (left), and the non-zero winding rule (right). In each case an arrow shows a ray from a point P heading out of the curve. In the even-odd case, the ray is intersected by two lines, an even number; therefore P is concluded to be 'outside' the curve.
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You are free: to share – to copy, distribute and transmit the work; to remix – to adapt the work; Under the following conditions: attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made.