Beginner Topic 9 of 49 Graphics, Vision & Media
Line Drawing Algorithms
Rasterizing lines such as Bresenham's.
How it works
Line drawing algorithms choose which pixels best approximate a straight line between two points. The DDA algorithm steps along the major axis and computes the other coordinate with floating-point increments, and Bresenham's algorithm uses only integer arithmetic with an error term that decides whether to step diagonally, making it fast and exact. Variants handle circles and ellipses, anti-aliasing methods such as Wu's algorithm use partial coverage to smooth jaggies, and thick lines require extra handling of caps and joins.
Where it is used
Early graphics hardware, plotters, embedded displays, drawing programs, CAD and game rendering of wireframes use these algorithms or hardware equivalents.
Common pitfall
Handling all octants and steep or shallow slopes correctly is the common stumbling block. Floating-point accumulation can drift in DDA. Aliasing makes lines look jagged unless anti-aliased. Clipping lines to the viewport needs Cohen-Sutherland or Liang-Barsky algorithms. Test with horizontal, vertical, diagonal and reversed endpoints.
Where it fits in the course
Line Drawing Algorithms is topic 9 of 49 in Graphics, Vision & Media, rated Beginner. It follows Coordinate Systems. The next topic is Polygons and Meshes.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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Related topics
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