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  2. Digital differential analyzer (graphics algorithm) - Wikipedia

    en.wikipedia.org/wiki/Digital_differential...

    Subscript k takes integer values starting from 0, for the 1st point and increases by 1 until endpoint is reached. y value is rounded off to nearest integer to correspond to a screen pixel. For lines with slope greater than 1, we reverse the role of x and y i.e. we sample at dy=1 and calculate consecutive x values as

  3. Line drawing algorithm - Wikipedia

    en.wikipedia.org/wiki/Line_drawing_algorithm

    Two rasterized lines. The colored pixels are shown as circles. Above: monochrome screening; below: Gupta-Sproull anti-aliasing; the ideal line is considered here as a surface. In computer graphics, a line drawing algorithm is an algorithm for approximating a line segment on discrete graphical media, such as pixel-based displays and printers.

  4. Bresenham's line algorithm - Wikipedia

    en.wikipedia.org/wiki/Bresenham's_line_algorithm

    An extension to the original algorithm called the midpoint circle algorithm may be used for drawing circles. While algorithms such as Wu's algorithm are also frequently used in modern computer graphics because they can support antialiasing, Bresenham's line algorithm is still important because of its speed and simplicity.

  5. 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's a generalization of Bresenham's line algorithm. The algorithm can be further generalized to conic sections. [1] [2] [3]

  6. 3DBenchy - Wikipedia

    en.wikipedia.org/wiki/3DBenchy

    The 3DBenchy is a 3D computer model specifically designed for testing the accuracy and capabilities of 3D printers. [1] The 3DBenchy is described by its creator, Creative Tools, as "the jolly 3D printing torture-test" and was released (initially only in STL format) in April 2015, with a multi-part, multi-color model released in July 2015.

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  8. Nearest-neighbor interpolation - Wikipedia

    en.wikipedia.org/wiki/Nearest-neighbor_interpolation

    The nearest neighbor algorithm selects the value of the nearest point and does not consider the values of neighboring points at all, yielding a piecewise-constant interpolant. [1] The algorithm is very simple to implement and is commonly used (usually along with mipmapping) in real-time 3D rendering [2] to select color values for a textured ...

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