Skip to main content

Bresenham's Line Drawing Derivation

Bresenham's Line Drawing Algorithm Derivation
Bresenham Line drawing algorithm is used to determine closest points to be illuminated on the screen to form a line.

As we know a line is made by joining 2 points, but in a computer screen, a line is drawn by illuminating the pixels on the screen.


(Here pixel (1,2), (3,1) and (5,5) are illuminated and others are non-illuminated)
Bresenham's line drawing algorithm figure
A line from pixel (2,2) to (7,5) will be shown like this on the screen.

The slope of a line plays a major role in the line equation that's why Bresenham line drawing algorithm calculates the equation according to the slope of the line.

The slope of the line can be greater than 1 (m>1) or less than or equal to 1 (m<=1).
Now enough talking let's derive the equations.



Derivation:

Derivation of brtesenham line drawing algorithm

Let's say we want to draw a line on the screen.
so, to draw a line we have to calculate the points or pixels to be illuminated on the screen.

Now while drawing a line a sometimes it passes through 2 pixels at the same time then we have to choose 1 pixel from the 2 to illuminate it.

so, the bresenham algorithm calculates the distance from the intersection point y to both the pixels and whichever is smaller we choose that pixel.

The equation of Line is:


                   Y=mx+c           ....(1)
Here m is the slope of Line and
C is y-Intercept of line

The slope can also be written as 

Slope of a line formulas.....(2)
First we calculate the slope of the line if slope is less than 1, then X will always be incremented.
so at (m<=1)
we calculate the d1 which is distance between intersection point y to the pixel yk 


So, d1 = y-yk
  d1 = mxk+1 +c -yk         By using ....(1)
 Similarly d2 is the distance between pixel yk+1 and intersection point y.
d2 = yk+1-y
d2 = yk+1-(mxk+1+c)       By using ....(1)
Note: here x is always incrementing so we can write xk+1 as xk +1 and here yk+1 is next pixel so we can write it as yk+1.
subtracting d2 from d1
d1-d2 = m(xk+1) +c -yk – [yk+1-(mxk+1+c)]
       = m(xk+1)+c -yk yk-1+m(xk+1)+c
d1-d2 = 2m(xk+1)-2yk+2c-1           .....(3)



Multiplying both side by (dx)

dx(d1-d2) = 2dy(xk+1)-2dx(yk)+2dx(c)-dx

Now ­we need to find decision parameter PK
PK= dx(d1-d2) and,
C = 2dy+2dx(c)-dx which is constant
So new equation is.
PK =2dy(xk)-2dx(yk) +C      .......(4)
Now our next parameter will be
PK+1 =2dy(xk+1)-2dx(yk+1) +C .....(5)
Subtracting Pk from PK+1  
Pk+1-Pk= 2dy(xk+1­-xk)-2dx(yk+1­-yk) +C-C
Note: here x is always incrementing so we can write xk+1 as xk +1
Pk+1-Pk= 2dy(x-xk+1)-2dx(yk+1­-yk)
Pk+1 = Pk+2dy-2dx(yk+1­-yk)........(6)
when Pk<0 then (d1-d2)<0
So d1<d2 then we will write yk+1 as yk­ because current pixel’s distance from intersection point y is smaller.so, we will have to choose current pixel.

Then our formula will be:
Pk+1 = Pk+2dy-2dx(y-yk)
Pk+1 = Pk+2dy
And when Pk>0 then (d1-d2)>0
So d1>d2 then we will write yk+1 as yk+1­ because current pixel’s distance from intersection point y is larger.so, we will have to choose upper pixel.
At that time our formula will be:
Pk+1 = Pk+2dy-2dx(yk+1­-yk)
Pk+1 = Pk+2dy-2dx
We can say that (yk+1­-yk) value can either be 0 or 1.

For Initial decision parameter
From 4th equation
PK = 2dy(xk)-2dx(yk) +C
PK = 2dy(xk)-2dx(yk)+2dx(c)-dx+2dy
By using 1st equation
yk=m(xk)+c 
c=yk-m(xk)             
 P0 = 2dy(xk)-2dx(yk)+2dx(yk-m(xk)-dx (By using 2)
    = 2dy(xk)-2dx(yk)+2dxyk-2dyxk+2dy-dx 

P0 =2dy-dx

Derivation of bresenham line drawing algorithm


But if the slope of line is greater then 1 (m>1).
then our Y coordinate will always be incremented and we have to choose between xk or xk+1.
So, our Line equation will be:
Yk+1 = m(x)+c
Line formula

Now, In this case our d1 will be the distance between intersection point x and pixel xk   
d1= x-xk                By using ....(7)
d1= 1/m(yk+1-c)-xk
And similarly our d2 will be the distance between intersection point x and pixel xk+1
d2 = xk+1-x             By using ....(7)
d2 = xk+1-1/m(yk+1-c)
 

Note: here y is always incrementing so we can write yk+1 as yk+1 and here xk+1 is next pixel so we can write it as xk+1.
subtracting d2 from d1
d1-d2 =1/m(yk+1-c)-xk – [xk+1-1/m(yk+1-c)]
       = 1/m(yk+1-c)-xk xk-1+1/m(yk+1-c)
d1-d2 = 2/m(yk+1-c)-2xk-1
d1-d2 = 2dx(yk+1-c)-2dyxk-dy
 
Multiplying both side by (dy)

dy(d1-d2) = 2dxyk+2dx-2dxc-2dyxk-dy
 
Now ­we need to find decision parameter PK
PK = dy(d1-d2)
C = 2dx-2dxc-dy
which is constant
So new equation is 
PK = 2dxyk-2dyxk +C   ......(8)

Now our next parameter will be
Pk+1 = 2dx(yk+1)-2dy(xk+1)+C
Substracting Pk from Pk+1
Pk+1-Pk = 2dx(yk+1-yk)-2dy(xk+1-xk)+C-C
Note: here x is always incrementing so we can write yk+1 as yk +1
Pk+1-Pk = 2dx(yk +1-yk)-2dy(xk+1-xk)
Pk+1=Pk+2dx-2dy(xk+1-xk)
when Pk<0 then (d1-d2)<0
So d1<d2 then we will write xk+1 as xk­ because current pixel’s distance from intersection point x is smaller.so, we will have to choose current pixel.

Then our formula will be:

Pk+1 = Pk+2dx-2dy(xk-xk)
Pk+1 = Pk+2dx
And when Pk>0 then (d1-d2)>0
So d1>d2 then we will write xk+1 as xk­+1 because current pixel’s distance from intersection point x is Larger.so, we will have to choose next pixel.

At that time our formula will be:
Pk+1= Pk+2dx-2dy(xk+1-xk)
Pk+1= Pk+2dx-2dy


For Initial decision parameter
From 8th equation 
PK = 2dxyk-2dyxk +C
P0 = 2dxy0+2dx-2dxc-2dyx0-dy
By using 1st equation 
yk=m(xk)+c 
c=yk-m(xk)P0 = 2dxy0-2dyx0+2dx-2dx(y0-m(x0))-dy
P0 = 2dxy0-2dyx0+2dx-2dxy0+2dyx0-dy (By using 2)
P0 = 2dx-dy

hence formulas for bresenham is derived.

Comments

  1. derivation part of bresenhams algorithm is high

    ReplyDelete
  2. Very nice and easily understandable .Thank uh

    ReplyDelete
  3. Best derivation for bresenham algo on internet AFAIK

    ReplyDelete
  4. Thank you
    My teacher is mad ��
    But u explained it very well

    ReplyDelete
  5. Thanks a lot. It's so much easier to understand.
    :) :)

    ReplyDelete
  6. VERY EASY AND SIMPLE TO UNDERSTAND EXPLANATION !!! THANK YOU SO MUCH

    ReplyDelete

Post a Comment

Popular posts from this blog

Interactive Vs Non-Interactive Graphics

There are 2 types of Computer Graphics                     Interactive: Here user can engage with graphics i.e. it is two way communication between user and graphics. example : video games Non-Interactive: Here user cannot engage with graphics. It is one way communication user can only watch graphical activity without any interaction. example : TV broadcasting Interactive Graphics    Non-Interactive graphics      User interaction is required     The user has full control over     the  content                                                     Programmed in a way that u...

Bresenham's Circle Drawing Derivation

Bresenham's Circle Drawing Algorithm Derivation Bresenham circle drawing algorithm is used to determine the next pixel of screen to be illuminated while drawing a circle by determining the closest nearby pixel. Let us first take a look how a circle is drawn on a pixel screen (this is how pixel graph is represented) As Circles are symmetrical so the values of y-intercept and x-intercept are are same if circle's Center coordinates are at Origin (0,0). Here,  Radius = OA = r Due to symmetrical property of Circle we don't need to calculate all the pixels of all the octets and quadrants We need to find the pixels of only one octet, rest we can conclude through this. Lets take the Octet 2 which is in quadrant 1 here both x and y are positive here the initial pixel would be (0,y) coordinate At point R both the value of both x and y coordinates would be same as R is at same distance of Both X and Y axis. ...

Mid Point Circle Drawing Derivation

Mid Point Circle Drawing Derivation (Algorithm) The mid point circle algorithm is used to determine the pixels needed for rasterizing a circle while drawing a circle on a pixel screen. In this technique algorithm determines the mid point between the next 2 possible consecutive pixels and then checks whether the mid point in inside or outside the circle and illuminates the pixel accordingly. This is how a pixel screen is represented: A circle is highly symmetrical and can be divided into 8 Octets on graph. Lets take center of circle at Origin i.e (0,0) : We need only to conclude the pixels of any one of the octet rest we can conclude because of symmetrical properties of circle. Let us Take Quadrant 1:  Radius = OR = r Radius = x intercept = y intercept At point R       coordinate of x = coordinate of y     or we can say   x=y let us take Octet 2 of quadrant 1 here first pixel would be (0,y) ...