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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 Vector graphics, vector computer graphics, Computer-aided design, CAD systems, and geographic information systems, a geometric primitive (or prim) is the simplest (i.e. 'atomic' or irreducible) geometric shape that the system can handle (draw, ...
in a
bitmap image In computing, a bitmap (also called raster) graphic is an image formed from rows of different colored pixels. A GIF is an example of a graphics image file that uses a bitmap. As a noun, the term "bitmap" is very often used to refer to a partic ...
(e.g. on a
computer screen A computer monitor is an output device that displays information in pictorial or textual form. A discrete monitor comprises a visual display, support electronics, power supply, housing, electrical connectors, and external user controls. The ...
), as it uses only integer addition, subtraction, and bit shifting, all of which are very cheap operations in historically common computer architectures. It is an
incremental error algorithm This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B ...
, and one of the earliest algorithms developed in the field of
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
. 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. The algorithm is used in hardware such as
plotter A plotter is a machine that produces vector graphics drawings. Plotters draw lines on paper using a pen, or in some applications, use a knife to cut a material like Polyvinyl chloride, vinyl or leather. In the latter case, they are sometimes k ...
s and in the graphics chips of modern
graphics card A graphics card (also called a video card, display card, graphics accelerator, graphics adapter, VGA card/VGA, video adapter, display adapter, or colloquially GPU) is a computer expansion card that generates a feed of graphics output to a displa ...
s. It can also be found in many
software Software consists of computer programs that instruct the Execution (computing), execution of a computer. Software also includes design documents and specifications. The history of software is closely tied to the development of digital comput ...
graphics libraries A graphics library or graphics application programming interface, API is a Computer program, program Library (computing), library designed to aid in rendering computer graphics to a monitor. This typically involves providing optimized versions of f ...
. Because the algorithm is very simple, it is often implemented in either the
firmware In computing Computing is any goal-oriented activity requiring, benefiting from, or creating computer, computing machinery. It includes the study and experimentation of algorithmic processes, and the development of both computer hardware, h ...
or the
graphics hardware Graphics hardware is computer hardware that generates computer graphics and allows them to be shown on a display, usually using a graphics card (video card) in combination with a device driver to create the images on the screen. Types Grap ...
of modern
graphics card A graphics card (also called a video card, display card, graphics accelerator, graphics adapter, VGA card/VGA, video adapter, display adapter, or colloquially GPU) is a computer expansion card that generates a feed of graphics output to a displa ...
s. The label "Bresenham" is used today for a family of algorithms extending or modifying Bresenham's original algorithm.


History

Bresenham's line algorithm is named after Jack Elton Bresenham who developed it in 1962 at
IBM International Business Machines Corporation (using the trademark IBM), nicknamed Big Blue, is an American Multinational corporation, multinational technology company headquartered in Armonk, New York, and present in over 175 countries. It is ...
. In 2001 Bresenham wrote:Paul E. Black. ''Dictionary of Algorithms and Data Structures,''
NIST The National Institute of Standards and Technology (NIST) is an agency of the United States Department of Commerce whose mission is to promote American innovation and industrial competitiveness. NIST's activities are organized into physical s ...
. https://xlinux.nist.gov/dads/HTML/bresenham.html
I was working in the computation lab at IBM's San Jose development lab. A
Calcomp plotter Calcomp plotters (sometimes referred to as CalComp plotters) were the best known products of the California Computer Products company ( Calcomp or CalComp). Overview The Calcomp 565 drum plotter, introduced in 1959, was one of the first comput ...
had been attached to an
IBM 1401 The IBM 1401 is a variable word length computer, variable-wordlength decimal computer that was announced by IBM on October 5, 1959. The first member of the highly successful IBM 1400 series, it was aimed at replacing unit record equipment for pr ...
via the 1407 typewriter console. he algorithmwas in production use by summer 1962, possibly a month or so earlier. Programs in those days were freely exchanged among corporations so Calcomp (Jim Newland and Calvin Hefte) had copies. When I returned to Stanford in Fall 1962, I put a copy in the Stanford comp center library. A description of the line drawing routine was accepted for presentation at the 1963 ACM national convention in Denver, Colorado. It was a year in which no proceedings were published, only the agenda of speakers and topics in an issue of Communications of the ACM. A person from the IBM Systems Journal asked me after I made my presentation if they could publish the paper. I happily agreed, and they printed it in 1965.


Method

The following conventions will be applied: * the top-left is (0,0) such that pixel coordinates increase in the right and down directions (e.g. that the pixel at (7,4) is directly above the pixel at (7,5)), and * the pixel centers have integer coordinates. The endpoints of the line are the pixels at (x_0,y_0) and (x_1,y_1), where the first coordinate of the pair is the column and the second is the row. The algorithm will be initially presented only for the octant in which the segment goes down and to the right (x_0 \leq x_1 and y_0 \leq y_1), and its horizontal projection x_1-x_0 is longer than the vertical projection y_1-y_0 (the line has a positive
slope In mathematics, the slope or gradient of a Line (mathematics), line is a number that describes the direction (geometry), direction of the line on a plane (geometry), plane. Often denoted by the letter ''m'', slope is calculated as the ratio of t ...
less than 1). In this octant, for each column ''x'' between x_0 and x_1, there is exactly one row ''y'' (computed by the algorithm) containing a pixel of the line, while each row between y_0 and y_1 may contain multiple rasterized pixels. Bresenham's algorithm chooses the integer ''y'' corresponding to the pixel center that is closest to the ideal (fractional) ''y'' for the same ''x''; on successive columns ''y'' can remain the same or increase by 1. The general equation of the line through the endpoints is given by: :\frac = \frac. Since we know the column, ''x'', the pixel's row, ''y'', is given by rounding this quantity to the nearest integer: :y = \frac (x-x_0) + y_0. The slope (y_1-y_0)/(x_1-x_0) depends on the endpoint coordinates only and can be precomputed, and the ideal ''y'' for successive integer values of ''x'' can be computed starting from y_0 and repeatedly adding the slope. In practice, the algorithm does not keep track of the y coordinate, which increases by ''m'' = ''∆y/∆x'' each time the ''x'' increases by one; it keeps an error bound at each stage, which represents the negative of the distance from (a) the point where the line exits the pixel to (b) the top edge of the pixel. This value is first set to y_0-0.5 (due to using the pixel's center coordinates), and is incremented by ''m'' each time the ''x'' coordinate is incremented by one. If the error becomes greater than ''0.5'', we know that the line has moved upwards one pixel, and that we must increment our ''y'' coordinate and readjust the error to represent the distance from the top of the new pixel – which is done by subtracting one from error.


Derivation

To derive Bresenham's algorithm, two steps must be taken. The first step is transforming the equation of a line from the typical slope-intercept form into something different; and then using this new equation to draw a line based on the idea of accumulation of error.


Line equation

The slope-intercept form of a line is written as :y = f(x) = mx + b where m is the slope and b is the y-intercept. Because this is a function of only x, it can't represent a vertical line. Therefore, it would be useful to make this equation written as a function of both x ''and'' y, to be able to draw lines at any angle. The angle (or slope) of a line can be stated as "rise over run", or \Delta y/\Delta x. Then, using algebraic manipulation, : \begin y & = mx + b \\ y & = \frac x + b \\ (\Delta x) y & = (\Delta y) x + (\Delta x) b \\ 0 & = (\Delta y) x - (\Delta x) y + (\Delta x) b \end Letting this last equation be a function of x and y, it can be written as :f(x,y) := Ax + By + C = 0 where the constants are * A = \Delta y = y_1 - y_0 * B = - \Delta x = - (x_1 - x_0) * C = (\Delta x) b = (x_1 - x_0) b The line is then defined for some constants A, B, and C anywhere f(x,y) = 0. That is, for any (x,y) not on the line, f(x,y) \ne 0. This form involves only integers if x and y are integers, since the constants A, B, and C are defined as integers. As an example, the line y=\fracx + 1 then this could be written as f(x,y) = x - 2y + 2. The point (2,2) is on the line :f(2,2) = x - 2y + 2 = (2) - 2(2) + 2 = 2 - 4 + 2 = 0 and the point (2,3) is not on the line :f(2,3) = (2) - 2(3) + 2 = 2 - 6 + 2 = -2 and neither is the point (2,1) :f(2,1) = (2) - 2(1) + 2 = 2 - 2 + 2 = 2 Notice that the points (2,1) and (2,3) are on opposite sides of the line and f(x,y) evaluates to positive or negative. A line splits a plane into halves and the half-plane that has a negative f(x,y) can be called the negative half-plane, and the other half can be called the positive half-plane. This observation is very important in the remainder of the derivation.


Algorithm

The starting point is on the line :f(x_0, y_0) = 0 only because the line is defined to start and end on integer coordinates (though it is entirely reasonable to want to draw a line with non-integer end points). Keeping in mind that the slope is at most 1, the problem now presents itself as to whether the next point should be at (x_0 + 1, y_0) or (x_0 + 1, y_0 + 1). Perhaps intuitively, the point should be chosen based upon which is closer to the line at x_0 + 1. If it is closer to the former then include the former point on the line, if the latter then the latter. To answer this, evaluate the line function at the midpoint between these two points: :f(x_0 + 1, y_0 + \tfrac 1 2) If the value of this is positive then the ideal line is below the midpoint and closer to the candidate point (x_0+1,y_0+1); i.e. the y coordinate should increase. Otherwise, the ideal line passes through or above the midpoint, and the y coordinate should stay the same; in which case the point (x_0+1,y_0) is chosen. The value of the line function at this midpoint is the sole determinant of which point should be chosen. The adjacent image shows the blue point (2,2) chosen to be on the line with two candidate points in green (3,2) and (3,3). The black point (3, 2.5) is the midpoint between the two candidate points.


Algorithm for integer arithmetic

Alternatively, the difference between points can be used instead of evaluating f(x,y) at midpoints. This alternative method allows for integer-only arithmetic, which is generally faster than using floating-point arithmetic. To derive the other method, define the difference to be as follows: : D_i = f(x_i+1,y_i+\tfrac 1 2) - f(x_0,y_0) For the first decision, this formulation is equivalent to the midpoint method since f(x_0,y_0)=0 at the starting point. Simplifying this expression yields: :\begin D_0 & = & \left A(x_0+1) + B \left(y_0+\frac\right) + C \right& - & \left A x_0 + B y_0 + C \right\\ & = & \left Ax_0 + B y_0+ C + A + \frac B\right & - & \left A x_0 + B y_0 + C \right\\ & = & A + \frac B = \Delta y - \frac \Delta x \end Just as with the midpoint method, if D_0 is positive, then choose (x_0+1,y_0+1), otherwise choose (x_0+1,y_0). If (x_0+1,y_0) is chosen, the change in D_i will be: :\begin \Delta D &=& f(x_0+2,y_0+\tfrac 1 2) - f(x_0+1,y_0+\tfrac 1 2) &=& A &=& \Delta y \\ \end If (x_0+1,y_0+1) is chosen the change in D_i will be: :\begin \Delta D &=& f(x_0+2,y_0+\tfrac 3 2) - f(x_0+1,y_0+\tfrac 1 2) &=& A+B &=& \Delta y - \Delta x \end If the new D is positive then (x_0+2,y_0+1) is chosen, otherwise (x_0+2,y_0). This decision can be generalized by accumulating the error on each subsequent point. All of the derivation for the algorithm is done. One performance issue is the 1/2 factor in the initial value of D. Since all of this is about the sign of the accumulated difference, then everything can be multiplied by 2 with no consequence. This results in an algorithm that uses only integer arithmetic. plotLine(x0, y0, x1, y1) dx = x1 - x0 dy = y1 - y0 D = 2*dy - dx y = y0 for x from x0 to x1 plot(x, y) if D > 0 y = y + 1 D = D - 2*dx end if D = D + 2*dy Running this algorithm for f(x,y) = x-2y+2 from (0,1) to (6,4) yields the following differences with dx=6 and dy=3: D=2*3-6=0 Loop from 0 to 6 * x=0: plot(0, 1), D≤0: D=0+6=6 * x=1: plot(1, 1), D>0: D=6-12=-6, y=1+1=2, D=-6+6=0 * x=2: plot(2, 2), D≤0: D=0+6=6 * x=3: plot(3, 2), D>0: D=6-12=-6, y=2+1=3, D=-6+6=0 * x=4: plot(4, 3), D≤0: D=0+6=6 * x=5: plot(5, 3), D>0: D=6-12=-6, y=3+1=4, D=-6+6=0 * x=6: plot(6, 4), D≤0: D=0+6=6 The result of this plot is shown to the right. The plotting can be viewed by plotting at the intersection of lines (blue circles) or filling in pixel boxes (yellow squares). Regardless, the plotting is the same.


All cases

However, as mentioned above this only works for octant zero, that is lines starting at the origin with a slope between 0 and 1 where x increases by exactly 1 per iteration and y increases by 0 or 1. The algorithm can be extended to cover slopes between 0 and -1 by checking whether y needs to increase or decrease (i.e. dy < 0) plotLineLow(x0, y0, x1, y1) dx = x1 - x0 dy = y1 - y0 yi = 1 if dy < 0 yi = -1 dy = -dy end if D = (2 * dy) - dx y = y0 for x from x0 to x1 plot(x, y) if D > 0 y = y + yi D = D + (2 * (dy - dx)) else D = D + 2*dy end if By switching the x and y axis an implementation for positive or negative steep slopes can be written as plotLineHigh(x0, y0, x1, y1) dx = x1 - x0 dy = y1 - y0 xi = 1 if dx < 0 xi = -1 dx = -dx end if D = (2 * dx) - dy x = x0 for y from y0 to y1 plot(x, y) if D > 0 x = x + xi D = D + (2 * (dx - dy)) else D = D + 2*dx end if A complete solution would need to detect whether x1 > x0 or y1 > y0 and reverse the input coordinates before drawing, thus plotLine(x0, y0, x1, y1) if abs(y1 - y0) < abs(x1 - x0) if x0 > x1 plotLineLow(x1, y1, x0, y0) else plotLineLow(x0, y0, x1, y1) end if else if y0 > y1 plotLineHigh(x1, y1, x0, y0) else plotLineHigh(x0, y0, x1, y1) end if end if In low level implementations which access the video memory directly, it would be typical for the special cases of vertical and horizontal lines to be handled separately as they can be highly optimized. Some versions use Bresenham's principles of integer incremental error to perform all octant line draws, balancing the positive and negative error between the x and y coordinates. plotLine(x0, y0, x1, y1) dx = abs(x1 - x0) sx = x0 < x1 ? 1 : -1 dy = -abs(y1 - y0) sy = y0 < y1 ? 1 : -1 error = dx + dy while true plot(x0, y0) e2 = 2 * error if e2 >= dy if x0

x1 break error = error + dy x0 = x0 + sx end if if e2 <= dx if y0

y1 break error = error + dx y0 = y0 + sy end if end while


Similar algorithms

The Bresenham algorithm can be interpreted as slightly modified digital differential analyzer (using 0.5 as error threshold instead of 0, which is required for non-overlapping polygon rasterizing). The principle of using an incremental error in place of division operations has other applications in graphics. It is possible to use this technique to calculate the U,V co-ordinates during raster scan of texture mapped polygons. The
voxel In computing, a voxel is a representation of a value on a three-dimensional regular grid, akin to the two-dimensional pixel. Voxels are frequently used in the Data visualization, visualization and analysis of medical imaging, medical and scient ...
heightmap software-rendering engines seen in some PC games also used this principle. Bresenham also published a Run-Slice computational algorithm: while the above described Run-Length algorithm runs the loop on the major axis, the Run-Slice variation loops the other way. This method has been represented in a number of US patents: * * * * * * * * * The algorithm has been extended to: * Draw lines of arbitrary thickness, an algorithm created by Alan Murphy at IBM. ('Line Thickening by Modification to Bresenham's Algorithm' in the IBM Technical Disclosure Bulletin Vol. 20 No. 12 May 1978 pages 5358-5366.) * Draw multiple kinds curves (circles, ellipses, cubic, quadratic, and rational
Bézier curve A Bézier curve ( , ) is a parametric equation, parametric curve used in computer graphics and related fields. A set of discrete "control points" defines a smooth, continuous curve by means of a formula. Usually the curve is intended to approxima ...
s) and antialiased lines and curves; a set of algorithms by Alois Zingl.
HTML abstract and demo:


See also

* Digital differential analyzer (graphics algorithm), a simple and general method for rasterizing lines and triangles * Xiaolin Wu's line algorithm, a similarly fast method of drawing lines with antialiasing * Midpoint circle algorithm, a similar algorithm for drawing circles


Notes


References

*
"The Bresenham Line-Drawing Algorithm"
by Colin Flanagan * A very optimized version of the algorithm in C and assembly for use in video games with complete details of its inner workings * , The Beauty of Bresenham's Algorithms


Further reading


Patrick-Gillesbanda Thesis
containing an extension of the Bresenham line drawing algorithm to perform 3D hidden lines removal ** also published in MICAD '87 proceedings on CAD/CAM and Computer Graphics, page 591 - .

A.S. Murphy, IBM Technical Disclosure Bulletin, Vol. 20, No. 12, May 1978. * – also Technical Report 1964 Jan-27 -11- Circle Algorithm TR-02-286 IBM San Jose Lab


External links

{{Commons category, Bresenham algorithm

* ttp://www.cs.helsinki.fi/group/goa/mallinnus/lines/bresenh.html ''The Bresenham Line-Drawing Algorithm'' by Colin Flanaganbr>National Institute of Standards and Technology page on Bresenham's algorithmCalcomp 563 Incremental Plotter InformationBresenham Algorithm in several programming languages
��— A simple implementation to plot lines, circles, ellipses and Bézier curves Computer graphics algorithms Digital geometry Articles with example pseudocode