Content deleted Content added
Tags: Mobile edit Mobile web edit |
Sammi Brie (talk | contribs) Adding short description: "Polygon clipping algorithm" |
||
(4 intermediate revisions by 4 users not shown) | |||
Line 1:
{{Short description|Polygon clipping algorithm}}
The '''Weiler–Atherton''' is a polygon-[[Clipping (computer graphics)|clipping]] [[algorithm]]. It is used in areas like [[computer graphics]] and games development where clipping of polygons is needed. It allows clipping of a ''subject or candidate polygon'' by an arbitrarily shaped ''clipping polygon/area/region''.
It is generally applicable only in [[2D computer graphics|2D]]. However, it can be used in [[3D computer graphics|3D]] through visible surface determination and with improved efficiency through [[Z-order]]ing.<ref>Foley, James, Andries van Dam, Steven Feiner, and John Hughes. "Computer Graphics: Principle and Practice". Addison-Wesley Publishing Company. Reading, Massachusetts: 1987. pages 689-693</ref>
==
[[image:Weiler-Atherton subdivision.svg|thumb|upright=1.2|Subdivision with the Weiler-Atherton algorithm]]
Before being applied to a polygon, the algorithm requires several preconditions to be fulfilled:
Line 9 ⟶ 10:
* Candidate polygons need to be oriented clockwise.
* Candidate polygons should not be self-intersecting (i.e., re-entrant).
* The algorithm can support
==
Given polygon A as the clipping region and polygon B as the subject polygon to be clipped, the algorithm consists of the following steps:
# List the vertices of the clipping-region polygon A and those of the subject polygon B.
|