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  2. Cyrus–Beck algorithm - Wikipedia

    en.wikipedia.org/wiki/CyrusBeck_algorithm

    In computer graphics, the CyrusBeck algorithm is a generalized algorithm for line clipping. It was designed to be more efficient than the Cohen–Sutherland algorithm, which uses repetitive clipping. [1] CyrusBeck is a general algorithm and can be used with a convex polygon clipping window, unlike Cohen-Sutherland, which can be used only ...

  3. Line clipping - Wikipedia

    en.wikipedia.org/wiki/Line_clipping

    The difference is that Liang–Barsky is a simplified CyrusBeck variation that was optimized for a rectangular clip window. The CyrusBeck algorithm is primarily intended for clipping a line in the parametric form against a convex polygon in 2 dimensions or against a convex polyhedron in 3 dimensions. [2]

  4. Category:Line clipping algorithms - Wikipedia

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

    Pages in category "Line clipping algorithms" The following 4 pages are in this category, out of 4 total. ... CyrusBeck algorithm; L. Liang–Barsky algorithm; N.

  5. Clipping (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Clipping_(computer_graphics)

    Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the

  6. Intersection of a polyhedron with a line - Wikipedia

    en.wikipedia.org/wiki/Intersection_of_a...

    This method, a variant of the CyrusBeck algorithm, takes time linear in the number of face planes of the input polyhedron. Alternatively, by testing the line against each of the polygonal facets of the given polyhedron, it is possible to stop the search early when a facet pierced by the line is found. [1]

  7. Category:Computer graphics stubs - Wikipedia

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

    CyrusBeck algorithm; ... Skin friction line; Snap (computer graphics) ... Vatti clipping algorithm; Vector network; Vector packs; Vector path; Vertex normal;

  8. Cohen–Sutherland algorithm - Wikipedia

    en.wikipedia.org/wiki/Cohen–Sutherland_algorithm

    The algorithm repeats until a trivial accept or reject occurs. The numbers in the figure below are called outcodes. An outcode is computed for each of the two points in the line. The outcode will have 4 bits for two-dimensional clipping, or 6 bits in the three-dimensional case. The first bit is set to 1 if the point is above the viewport.

  9. List of algorithms - Wikipedia

    en.wikipedia.org/wiki/List_of_algorithms

    An algorithm is fundamentally a set of rules or defined procedures that is typically designed and used to solve a specific problem or a broad set of problems.. Broadly, algorithms define process(es), sets of rules, or methodologies that are to be followed in calculations, data processing, data mining, pattern recognition, automated reasoning or other problem-solving operations.