Midpoint Circle Algorithm
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Midpoint Circle Algorithm
In computer graphics, the midpoint circle algorithm is an algorithm used to determine the points needed for rasterizing a circle. Bresenham's circle algorithm is derived from the midpoint circle algorithm. The algorithm can be generalized to conic sections. The algorithm is related to work by Pitteway and Van Aken. Summary This algorithm draws all eight octants simultaneously, starting from each cardinal direction (0°, 90°, 180°, 270°) and extends both ways to reach the nearest multiple of 45° (45°, 135°, 225°, 315°). It can determine where to stop because when y = x, it has reached 45°. The reason for using these angles is shown in the above picture: As x increases, it does not skip nor repeat any x value until reaching 45°. So during the while loop, x increments by 1 each iteration, and y decrements by 1 on occasion, never exceeding 1 in one iteration. This changes at 45° because that is the point where the tangent is rise=run. Whereas rise>run before and rise< ...
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Midpoint Circle Algorithm Animation (radius 23)
In geometry, the midpoint is the middle point of a line segment. It is equidistant from both endpoints, and it is the centroid both of the segment and of the endpoints. It bisects the segment. Formula The midpoint of a segment in ''n''-dimensional space whose endpoints are A = (a_1, a_2, \dots , a_n) and B = (b_1, b_2, \dots , b_n) is given by :\frac. That is, the ''i''th coordinate of the midpoint (''i'' = 1, 2, ..., ''n'') is :\frac 2. Construction Given two points of interest, finding the midpoint of the line segment they determine can be accomplished by a compass and straightedge construction. The midpoint of a line segment, embedded in a plane, can be located by first constructing a lens using circular arcs of equal (and large enough) radii centered at the two endpoints, then connecting the cusps of the lens (the two points where the arcs intersect). The point where the line connecting the cusps intersects the segment is then the midpoint of the segment. It is more ...
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Square Root
In mathematics, a square root of a number is a number such that ; in other words, a number whose ''square'' (the result of multiplying the number by itself, or  ⋅ ) is . For example, 4 and −4 are square roots of 16, because . Every nonnegative real number has a unique nonnegative square root, called the ''principal square root'', which is denoted by \sqrt, where the symbol \sqrt is called the ''radical sign'' or ''radix''. For example, to express the fact that the principal square root of 9 is 3, we write \sqrt = 3. The term (or number) whose square root is being considered is known as the ''radicand''. The radicand is the number or expression underneath the radical sign, in this case 9. For nonnegative , the principal square root can also be written in exponent notation, as . Every positive number has two square roots: \sqrt, which is positive, and -\sqrt, which is negative. The two roots can be written more concisely using the ± sign as \plusmn\sqrt. ...
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Articles With Example C Code
Article often refers to: * Article (grammar), a grammatical element used to indicate definiteness or indefiniteness * Article (publishing), a piece of nonfictional prose that is an independent part of a publication Article may also refer to: Government and law * Article (European Union), articles of treaties of the European Union * Articles of association, the regulations governing a company, used in India, the UK and other countries * Articles of clerkship, the contract accepted to become an articled clerk * Articles of Confederation, the predecessor to the current United States Constitution *Article of Impeachment, a formal document and charge used for impeachment in the United States * Articles of incorporation, for corporations, U.S. equivalent of articles of association * Articles of organization, for limited liability organizations, a U.S. equivalent of articles of association Other uses * Article, an HTML element, delimited by the tags and * Article of clothing, an ...
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Digital Geometry
Digital geometry deals with discrete sets (usually discrete point sets) considered to be digitized models or images of objects of the 2D or 3D Euclidean space. Simply put, digitizing is replacing an object by a discrete set of its points. The images we see on the TV screen, the raster display of a computer, or in newspapers are in fact digital images. Its main application areas are computer graphics and image analysis. Main aspects of study are: * Constructing digitized representations of objects, with the emphasis on precision and efficiency (either by means of synthesis, see, for example, Bresenham's line algorithm or digital disks, or by means of digitization and subsequent processing of digital images). * Study of properties of digital sets; see, for example, Pick's theorem, digital convexity, digital straightness, or digital planarity. * Transforming digitized representations of objects, for example (A) into simplified shapes such as (i) skeletons, by repeated removal of ...
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Geometric Algorithms
The following is a list of well-known algorithms along with one-line descriptions for each. Automated planning Combinatorial algorithms General combinatorial algorithms * Brent's algorithm: finds a cycle in function value iterations using only two iterators * Floyd's cycle-finding algorithm: finds a cycle in function value iterations * Gale–Shapley algorithm: solves the stable marriage problem * Pseudorandom number generators (uniformly distributed—see also List of pseudorandom number generators for other PRNGs with varying degrees of convergence and varying statistical quality): ** ACORN generator ** Blum Blum Shub ** Lagged Fibonacci generator ** Linear congruential generator ** Mersenne Twister Graph algorithms * Coloring algorithm: Graph coloring algorithm. * Hopcroft–Karp algorithm: convert a bipartite graph to a maximum cardinality matching * Hungarian algorithm: algorithm for finding a perfect matching * Prüfer coding: conversion between a labeled tree and ...
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Curve
In mathematics, a curve (also called a curved line in older texts) is an object similar to a line (geometry), line, but that does not have to be Linearity, straight. Intuitively, a curve may be thought of as the trace left by a moving point (geometry), point. This is the definition that appeared more than 2000 years ago in Euclid's Elements, Euclid's ''Elements'': "The [curved] line is […] the first species of quantity, which has only one dimension, namely length, without any width nor depth, and is nothing else than the flow or run of the point which […] will leave from its imaginary moving some vestige in length, exempt of any width." This definition of a curve has been formalized in modern mathematics as: ''A curve is the image (mathematics), image of an interval (mathematics), interval to a topological space by a continuous function''. In some contexts, the function that defines the curve is called a ''parametrization'', and the curve is a parametric curve. In this artic ...
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Ellipse
In mathematics, an ellipse is a plane curve surrounding two focus (geometry), focal points, such that for all points on the curve, the sum of the two distances to the focal points is a constant. It generalizes a circle, which is the special type of ellipse in which the two focal points are the same. The elongation of an ellipse is measured by its eccentricity (mathematics), eccentricity e, a number ranging from e = 0 (the Limiting case (mathematics), limiting case of a circle) to e = 1 (the limiting case of infinite elongation, no longer an ellipse but a parabola). An ellipse has a simple algebraic solution for its area, but only approximations for its perimeter (also known as circumference), for which integration is required to obtain an exact solution. Analytic geometry, Analytically, the equation of a standard ellipse centered at the origin with width 2a and height 2b is: : \frac+\frac = 1 . Assuming a \ge b, the foci are (\pm c, 0) for c = \sqrt. The standard parametric e ...
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Parabola
In mathematics, a parabola is a plane curve which is mirror-symmetrical and is approximately U-shaped. It fits several superficially different mathematical descriptions, which can all be proved to define exactly the same curves. One description of a parabola involves a point (the focus) and a line (the directrix). The focus does not lie on the directrix. The parabola is the locus of points in that plane that are equidistant from both the directrix and the focus. Another description of a parabola is as a conic section, created from the intersection of a right circular conical surface and a plane parallel to another plane that is tangential to the conical surface. The line perpendicular to the directrix and passing through the focus (that is, the line that splits the parabola through the middle) is called the "axis of symmetry". The point where the parabola intersects its axis of symmetry is called the "vertex" and is the point where the parabola is most sharply curved. The ...
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Slope
In mathematics, the slope or gradient of a line is a number that describes both the ''direction'' and the ''steepness'' of the line. Slope is often denoted by the letter ''m''; there is no clear answer to the question why the letter ''m'' is used for slope, but its earliest use in English appears in O'Brien (1844) who wrote the equation of a straight line as and it can also be found in Todhunter (1888) who wrote it as "''y'' = ''mx'' + ''c''". Slope is calculated by finding the ratio of the "vertical change" to the "horizontal change" between (any) two distinct points on a line. Sometimes the ratio is expressed as a quotient ("rise over run"), giving the same number for every two distinct points on the same line. A line that is decreasing has a negative "rise". The line may be practical – as set by a road surveyor, or in a diagram that models a road or a roof either as a description or as a plan. The ''steepness'', incline, or grade of a line is measured by the absolute ...
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Methods Of Computing Square Roots
Methods of computing square roots are numerical analysis algorithms for approximating the principal, or non-negative, square root (usually denoted \sqrt, \sqrt /math>, or S^) of a real number. Arithmetically, it means given S, a procedure for finding a number which when multiplied by itself, yields S; algebraically, it means a procedure for finding the non-negative root of the equation x^2-S=0; geometrically, it means given two line segments, a procedure for constructing their geometric mean. Every real number except zero has two square roots. In addition to the principal square root, there is a negative square root equal in magnitude but opposite in sign to the principal square root, except for zero, which has double square roots of zero. The principal square root of most numbers is an irrational number with an infinite decimal expansion. As a result, the decimal expansion of any such square root can only be computed to some finite-precision approximation. However, even if we ar ...
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Arc (geometry)
In mathematics, a curve (also called a curved line in older texts) is an object similar to a line, but that does not have to be straight. Intuitively, a curve may be thought of as the trace left by a moving point. This is the definition that appeared more than 2000 years ago in Euclid's ''Elements'': "The urvedline is €¦the first species of quantity, which has only one dimension, namely length, without any width nor depth, and is nothing else than the flow or run of the point which €¦will leave from its imaginary moving some vestige in length, exempt of any width." This definition of a curve has been formalized in modern mathematics as: ''A curve is the image of an interval to a topological space by a continuous function''. In some contexts, the function that defines the curve is called a ''parametrization'', and the curve is a parametric curve. In this article, these curves are sometimes called ''topological curves'' to distinguish them from more constrained curves such a ...
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Bresenham's Line Algorithm
Bresenham's line algorithm is a line drawing algorithm that determines the points of an ''n''-dimensional raster that should be selected in order to form a close approximation to a straight line between two points. It is commonly used to draw line primitives in a bitmap image (e.g. on a computer screen), as it uses only integer addition, subtraction and bit shifting, all of which are very cheap operations in commonly used computer instruction sets such as x86_64. It is an incremental error algorithm, and one of the earliest algorithms developed in the field of computer graphics. An extension to the original 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. The algorithm is used in hardware such as plotters and in the graphics chips of modern graphics cards. It can also be fou ...
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