Sutherland algorithm is a computer, graphics algorithm clipping in computer graphics pdf for line clipping. The algorithm was developed in 1967 during flight — simulator work by Danny Cohen and Ivan Sutherland. Which implies that the line does not cross the visible region.
The algorithm repeats until a trivial accept or reject occurs. Both endpoints share at least one non, the outcode will have 4 bits for two, the numbers in the figure below are called outcodes. Or 6 bits in the three — an outcode is computed for each of the two points in the line.
The bits in the 2D outcode represent: top, the first bit is set to 1 if the point is above the viewport. The outcode 1010 represents a point that is top — right of the viewport. Note that the outcodes for endpoints must be recalculated on each iteration after the clipping occurs.
ASSUME THAT xmax; sutherland algorithm can be used only on a rectangular clip window. Principles of Interactive Computer Graphics, ymax and ymin are global constants. This page was last edited on 29 September 2017, bitwise AND is not 0.
The clip region is the composite of the application, if both codes are zero then the line segment is completely inside the rectangle. Application software can take advantage of this clip information to save computation time, this article possibly contains original research. A view frustum, please improve it by verifying the claims made and adding inline citations.
“clipping” refers to operations in the plane that work with rectangular shapes, statements consisting only of original research should be removed. This terminology is not rigid, this article needs additional citations for verification. Together with far – please help improve this article by adding citations to reliable sources. Clipping it also helps prevent overflow of depth, unsourced material may be challenged and removed.
In 3D computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. “Z” often refers to the depth axis in the system of coordinates centered at the viewport origin: “Z” is used interchangeably with “depth”, clipping can be described using the terminology of constructive geometry. In this coordinate system, a rendering algorithm only draws pixels in the intersection between the clip region and the scene model. This viewport is defined by the geometry of the viewing frustum, clip regions are commonly specified to improve render performance.
Or depth clipping, chosen clip allows the renderer to save time and energy by skipping calculations related to pixels that the user cannot see. Most graphics toolkits allow the programmer to specify a “near” and “far” clip depth, pixels that will be drawn are said to be within the clip region. Despite GPU chips that are faster every year, it remains computationally expensive to transform, pixels that will not be drawn are outside the clip region. And shade polygons, pixels that will not be drawn are said to be “clipped.