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Flood fill, also called seed fill, is a flooding algorithm that determines and alters the area connected to a given node in a multi-dimensional array with some matching attribute. It is used in the "bucket" fill tool of paint programs to fill connected, similarly colored areas with a different color, and in games such as Go and Minesweeper for ...
The Sutherland–Hodgman algorithm is an algorithm used for ... Polygon clipping and filling Describes the algorithm using images that are ... Code of Conduct;
A fractal landscape being rendered using the painter's algorithm on an Amiga. The painter's algorithm (also depth-sort algorithm and priority fill) is an algorithm for visible surface determination in 3D computer graphics that works on a polygon-by-polygon basis rather than a pixel-by-pixel, row by row, or area by area basis of other Hidden-Surface Removal algorithms.
The Weiler–Atherton is a polygon-clipping algorithm. It is used in areas like computer graphics and games development where clipping of polygons is needed. It allows clipping of a subject or candidate polygon by an arbitrarily shaped clipping polygon/area/region. It is generally applicable only in 2D.
The Greiner-Hormann algorithm is used in computer graphics for polygon clipping. [1] It performs better than the Vatti clipping algorithm, but cannot handle degeneracies. [2] It can process both self-intersecting and non-convex polygons. It can be trivially generalized to compute other Boolean operations on polygons, such as union and difference.
A flooding algorithm is an algorithm for distributing material to every part of a graph. The name derives from the concept of inundation by a flood. Flooding algorithms are used in computer networking and graphics. Flooding algorithms are also useful for solving many mathematical problems, including maze problems and many problems in graph theory.
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 polygon problem.
Scan-line algorithm example. Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis.