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→Program: The DDA algorithm requires rounding the floating point x,y to the nearest integer. The sample code should not depend on the behavior of some specific graphics library's putpixel() (for example if it takes int parameters, float->int uses truncation and will produce the wrong answer) |
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{{short description|Hardware or software used for interpolation of variables over an interval}}
{{About|a graphics algorithm|the digital implementation of a differential analyzer|Digital differential analyzer}}
In [[computer graphics]], a '''digital differential analyzer''' ('''DDA''') is hardware or software used for [[interpolation]] of [[Variable (computer science)|variables]] over an [[Interval (mathematics)|interval]] between start and end point. DDAs are used for [[rasterization]] of lines, triangles and polygons. They can be extended to non linear functions, such as [[texture mapping#Perspective correctness|perspective correct texture mapping]], [[quadratic curves]], and traversing [[voxels]].
In its simplest implementation for linear cases such as [[Line (geometry)|line]]s, the DDA algorithm interpolates values in interval by computing for each x<sub>i</sub> the equations x<sub>i</sub> = x<sub>i−1</sub> + 1, y<sub>i</sub> = y<sub>i−1</sub> + m, where
:<math>m = \frac{y_{\rm end} -y_{\rm start}}{x_{\rm end}-x_{\rm start}}</math>▼
== Performance ==▼
▲== Performance ==
The DDA method can be implemented using [[floating-point]] or [[integer]] arithmetic. The native floating-point implementation requires one addition and one rounding operation per interpolated value (e.g. coordinate x, y, depth, color component etc.) and output result. This process is only efficient when an [[Floating-point unit|FPU]] with fast add and rounding operation will be available.
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DDAs are well suited for hardware implementation and can be pipelined for maximized throughput.
▲:<math>m = \frac{y_{\rm end} -y_{\rm start}}{x_{\rm end}-x_{\rm start}}</math>
▲where ''m'' represents the slope of the line and ''c'' is the y intercept. In fact any two consecutive point(x,y) lying on this line segment should satisfy the equation.
== Algorithm ==
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== Program ==
DDA algorithm
<syntaxhighlight lang="
#include <graphics.h>
#include <iostream.h>
#include <math.h>
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#include <conio.h>
void main(
{
float x,
float y, float x1, y1, float x2, y2, dx, dy, step; int i, gd = DETECT, gm;
initgraph(&gd, &gm, "C:\\TURBOC3\\BGI");
cout << "Enter the value of x1 and y1
cin >> x1 >> y1;
cout << "Enter the value of x2 and y2: ";
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dx = (x2 - x1);
dy = (y2 - y1);
if (abs(dx) >= abs(dy))
step = abs(dx);
else
step = abs(dy);
dx = dx / step;
dy = dy / step;
x = x1;
y = y1;
i =
while
putpixel(round(x), round(y), 5);
x = x + dx;
y = y + dy;
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delay(100);
}
getch();
closegraph();
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* [[Bresenham's line algorithm]] is an algorithm for line rendering.
* [[
* [[Xiaolin Wu's line algorithm]] is an algorithm for line anti-aliasing
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[[Category:Computer graphics algorithms]]
[[Category:Digital geometry]]
[[Category:Articles with example C++ code]]
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