Cyrus–Beck Algorithm
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Cyrus–Beck Algorithm
In computer graphics, the Cyrus–Beck algorithm is a generalized algorithm for line clipping. It was designed to be more efficient than the Cohen–Sutherland algorithm, which uses repetitive clipping."Clipping" (presentation)
Cyrus–Beck is a general algorithm and can be used with a convex polygon clipping window, unlike Cohen-Sutherland, which can be used only on a rectangular clipping area. Here the of a line in the view plane is \mathbf p(t) = t \mathbf p_1 + (1 - t) \mathbf p_0 where 0 \leq t \leq 1 . Now to find the intersecti ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scientific c ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus". In contrast, a Heuristic (computer science), heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result. As an effective method, an algorithm ca ...
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Line Clipping
In computer graphics, line clipping is the process of removing (clipping) lines or portions of lines outside an area of interest (a viewport or view volume). Typically, any part of a line which is outside of the viewing area is removed. There are two common algorithms for line clipping: Cohen–Sutherland and Liang–Barsky. A line-clipping method consists of various parts. Tests are conducted on a given line segment to find out whether it lies outside the view area or volume. Then, intersection calculations are carried out with one or more clipping boundaries. Determining which portion of the line is inside or outside of the clipping volume is done by processing the endpoints of the line with regards to the intersection. Cohen–Sutherland In computer graphics, the Cohen–Sutherland algorithm (named after Danny Cohen and Ivan Sutherland) is a line-clipping algorithm. The algorithm divides a 2D space into 9 regions, of which only the middle part (viewport) is visible. In 1 ...
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Cohen–Sutherland Algorithm
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 work by Danny Cohen and Ivan Sutherland.''Principles of Interactive Computer Graphics'', p. 124, 252, by Bob Sproull and William M. Newman, 1973, McGraw–Hill Education, International edition, . The algorithm The algorithm includes, excludes or partially includes the line based on whether: * Both endpoints are in the viewport region (bitwise OR of endpoints = 0000): trivial accept. * Both endpoints share at least one non-visible region, which implies that the line does not cross the visible region. (bitwise AND of endpoints ≠ 0000): trivial reject. * Both endpoints are in different regions: in case of this nontrivial situation the al ...
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Convex Polygon
In geometry, a convex polygon is a polygon that is the boundary of a convex set. This means that the line segment between two points of the polygon is contained in the union of the interior and the boundary of the polygon. In particular, it is a simple polygon (not self-intersecting). Equivalently, a polygon is convex if every line that does not contain any edge intersects the polygon in at most two points. A strictly convex polygon is a convex polygon such that no line contains two of its edges. In a convex polygon, all interior angles are less than or equal to 180 degrees, while in a strictly convex polygon all interior angles are strictly less than 180 degrees. Properties The following properties of a simple polygon are all equivalent to convexity: *Every internal angle is strictly less than 180 degrees. *Every point on every line segment between two points inside or on the boundary of the polygon remains inside or on the boundary. *The polygon is entirely contained in ...
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Parametric Equation
In mathematics, a parametric equation defines a group of quantities as functions of one or more independent variables called parameters. Parametric equations are commonly used to express the coordinates of the points that make up a geometric object such as a curve or surface, in which case the equations are collectively called a parametric representation or parameterization (alternatively spelled as parametrisation) of the object. For example, the equations :\begin x &= \cos t \\ y &= \sin t \end form a parametric representation of the unit circle, where ''t'' is the parameter: A point (''x'', ''y'') is on the unit circle if and only if there is a value of ''t'' such that these two equations generate that point. Sometimes the parametric equations for the individual scalar output variables are combined into a single parametric equation in vectors: :(x, y)=(\cos t, \sin t). Parametric representations are generally nonunique (see the "Examples in two dimensions" section belo ...
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Dot Product
In mathematics, the dot product or scalar productThe term ''scalar product'' means literally "product with a scalar as a result". It is also used sometimes for other symmetric bilinear forms, for example in a pseudo-Euclidean space. is an algebraic operation that takes two equal-length sequences of numbers (usually coordinate vectors), and returns a single number. In Euclidean geometry, the dot product of the Cartesian coordinates of two vectors is widely used. It is often called the inner product (or rarely projection product) of Euclidean space, even though it is not the only inner product that can be defined on Euclidean space (see Inner product space for more). Algebraically, the dot product is the sum of the products of the corresponding entries of the two sequences of numbers. Geometrically, it is the product of the Euclidean magnitudes of the two vectors and the cosine of the angle between them. These definitions are equivalent when using Cartesian coordinates. In mo ...
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Normal (geometry)
In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve at the point. A normal vector may have length one (a unit vector) or its length may represent the curvature of the object (a ''curvature vector''); its algebraic sign may indicate sides (interior or exterior). In three dimensions, a surface normal, or simply normal, to a surface at point P is a vector perpendicular to the tangent plane of the surface at P. The word "normal" is also used as an adjective: a line ''normal'' to a plane, the ''normal'' component of a force, the normal vector, etc. The concept of normality generalizes to orthogonality (right angles). The concept has been generalized to differentiable manifolds of arbitrary dimension embedded in a Euclidean space. The normal vector space or normal space of a manifold at point P ...
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Liang–Barsky Algorithm
In computer graphics, the Liang–Barsky algorithm (named after You-Dong Liang and Brian A. Barsky) is a line clipping algorithm. The Liang–Barsky algorithm uses the parametric equation of a line and inequalities describing the range of the clipping window to determine the intersections between the line and the clip window. 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. Consider first the usual parametric form of a straight line: :x = x_0 + t (x_1 - x_0) = x_0 + t \Delta x, :y = y_0 + t (y_1 - y_0) = y_0 + t \Delta y. A point is in the clip window, if :x_\text \le x_0 + t \Delta x \le x_\text and :y_\text \le y_0 + t \Delta y \le y_\text, which can be expressed as the 4 inequalities :t p_i \le q_i, \quad i = 1, 2, 3, 4, where : \begin p_1 &= -\Delt ...
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Nicholl–Lee–Nicholl Algorithm
In computer graphics, the Nicholl–Lee–Nicholl algorithm is a fast algorithm for line clipping that reduces the chances of clipping a single line segment multiple times, as may happen in the Cohen–Sutherland algorithm. Description Using the Nicholl–Lee–Nicholl algorithm, the area around 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. This initial point should be in three predetermined areas; thus the line may have to be translated and/or rotated to bring it into the desired region. The line segment may then be re-translated and/or re-rotated to bring it to the original position. After that, straight line segments are drawn from the line end point, passing through the corners of the clipping window. These areas are then designated as L, LT, LB, or TR, depending on the location of the initial point. Then the other end point of the line is checked against these areas. If a line starts ...
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Fast Clipping
In computer graphics, line clipping is the process of removing ( clipping) lines or portions of lines outside an area of interest (a viewport or view volume). Typically, any part of a line which is outside of the viewing area is removed. There are two common algorithms for line clipping: Cohen–Sutherland and Liang–Barsky. A line-clipping method consists of various parts. Tests are conducted on a given line segment to find out whether it lies outside the view area or volume. Then, intersection calculations are carried out with one or more clipping boundaries. Determining which portion of the line is inside or outside of the clipping volume is done by processing the endpoints of the line with regards to the intersection. Cohen–Sutherland In computer graphics, the Cohen–Sutherland algorithm (named after Danny Cohen and Ivan Sutherland) is a line-clipping algorithm. The algorithm divides a 2D space into 9 regions, of which only the middle part (viewport) is visible. In ...
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