Bresenham Algorithm
Bresenham Algorithm
Bresenham Algorithm
This algorithm is used for scan converting a line. It was developed by Bresenham. It is an
efficient method because it involves only integer addition, subtractions, and
multiplication operations. These operations can be performed very rapidly so lines can
be generated quickly.
In this method, next pixel selected is that one who has the least distance from true line.
Assume a pixel P1'(x1',y1'),then select subsequent pixels as we work our may to the night,
one pixel position at a time in the horizontal direction toward P2'(x2',y2').
The line is best approximated by those pixels that fall the least distance from the path
between P1',P2'.
To chooses the next one between the bottom pixel S and top pixel T.
If S is chosen
We have xi+1=xi+1 and yi+1=yi
If T is chosen
We have xi+1=xi+1 and yi+1=yi+1
This difference is
s-t = (y-yi)-[(yi+1)-y]
= 2y - 2yi -1
Special Cases
Finally, we calculate d1
d1=△x[2m(x1+1)+2b-2y1-1]
d1=△x[2(mx1+b-y1)+2m-1]
Advantage:
1. It involves only integer arithmetic, so it is simple.
3. It can be implemented using hardware because it does not use multiplication and
division.
Disadvantage:
1. This algorithm is meant for basic line drawing only Initializing is not a part of
Bresenham's line algorithm. So to draw smooth lines, you should want to look into a
different algorithm.
Step4: Calculate dx = x2-x1
Calculate dy = y2-y1
Calculate i1=2*dy
Calculate i2=2*(dy-dx)
Calculate d=i1-dx
Step5: Consider (x, y) as starting point and xendas maximum possible value of x.
If dx < 0
Then x = x2
y = y2
xend=x1
If dx > 0
Then x = x1
y = y1
xend=x2
Step9: Increment x = x + 1
Step11: Go to step 7
Step12: End of Algorithm
Example: Starting and Ending position of the line are (1, 1) and (8, 5). Find intermediate
points.
Solution: x1=1
y1=1
x2=8
y2=5
dx= x2-x1=8-1=7
dy=y2-y1=5-1=4
I1=2* ∆y=2*4=8
I2=2*(∆y-∆x)=2*(4-7)=-6
d = I1-∆x=8-7=1
x Y d=d+I1 or I2
1 1 d+I2=1+(-6)=-5
2 2 d+I1=-5+8=3
3 2 d+I2=3+(-6)=-3
4 3 d+I1=-3+8=5
5 3 d+I2=5+(-6)=-1
6 4 d+I1=-1+8=7
7 4 d+I2=7+(-6)=1
8 5
Program to implement Bresenham's Line Drawing Algorithm:
#include<stdio.h>
#include<graphics.h>
void drawline(int x0, int y0, int x1, int y1)
{
int dx, dy, p, x, y;
dx=x1-x0;
dy=y1-y0;
x=x0;
y=y0;
p=2*dy-dx;
while(x<x1)
{
if(p>=0)
{
putpixel(x,y,7);
y=y+1;
p=p+2*dy-2*dx;
}
else
{
putpixel(x,y,7);
p=p+2*dy;}
x=x+1;
}
}
int main()
{
int gdriver=DETECT, gmode, error, x0, y0, x1, y1;
initgraph(&gdriver, &gmode, "c:\\turboc3\\bgi");
printf("Enter co-ordinates of first point: ");
scanf("%d%d", &x0, &y0);
printf("Enter co-ordinates of second point: ");
scanf("%d%d", &x1, &y1);
drawline(x0, y0, x1, y1);
return 0;
}
Output:
Differentiate between DDA Algorithm and Bresenham's Line
Algorithm:
DDA Algorithm Bresenham's Line Algorithm
1. DDA Algorithm use floating point, i.e., Real 1. Bresenham's Line Algorithm use fixed point, i.e.,
Arithmetic. Integer Arithmetic
2. DDA Algorithms uses multiplication & 2.Bresenham's Line Algorithm uses only subtraction
division its operation and addition its operation
3. DDA Algorithm is slowly than Bresenham's 3. Bresenham's Algorithm is faster than DDA
Line Algorithm in line drawing because it uses Algorithm in line because it involves only addition &
real arithmetic (Floating Point operation) subtraction in its calculation and uses only integer
arithmetic.
4. DDA Algorithm is not accurate and efficient 4. Bresenham's Line Algorithm is more accurate and
as Bresenham's Line Algorithm. efficient at DDA Algorithm.
5.DDA Algorithm can draw circle and curves 5. Bresenham's Line Algorithm can draw circle and
but are not accurate as Bresenham's Line curves with more accurate than DDA Algorithm.
Algorithm