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In computer graphics, the Cohen–Sutherland algorithm is an algorithm used for line clipping. The algorithm divides a two-dimensional space into 9 regions and then efficiently determines the lines and portions of lines that are visible in the central region of interest (the viewport). The algorithm was developed in 1967 during flight simulator ...
The Nicholl–Lee–Nicholl algorithm is a fast line-clipping algorithm that reduces the chances of clipping a single line segment multiple times, as may happen in the Cohen–Sutherland algorithm. The clipping window is divided into a number of different areas, depending on the position of the initial point of the line to be clipped.
Pages in category "Line clipping algorithms" ... Cohen–Sutherland algorithm; Cyrus–Beck algorithm; L.
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
With these intersections, it knows which portion of the line should be drawn. So this algorithm is significantly more efficient than Cohen–Sutherland. The idea of the Liang–Barsky clipping algorithm is to do as much testing as possible before computing line intersections. The algorithm uses the parametric form of a straight line:
In 1967, Cohen developed the first real-time visual flight simulator on a general purpose computer and the first real-time radar simulator. Cohen's flight simulation work led to the development of the Cohen-Sutherland computer graphics line clipping algorithms, created with Ivan Sutherland at Harvard University. [4]
Kiefer Sutherland is opening up about his terminated engagement to Julia Roberts, whom he says he was "very much in love" with. The stars met on the set of the 1990 flick "Flatliners," and ...
All steps for clipping concave polygon 'W' with a 5-sided convex polygon. The Weiler–Atherton algorithm overcomes this by returning a set of divided polygons, but is more complex and computationally more expensive, so Sutherland–Hodgman is used for many rendering applications. Sutherland–Hodgman can also be extended into 3D space by ...