Liang-Barsky Algorithm
The Liang-Barsky algorithm is a line clipping algorithm. This algorithm is more efficient than Cohen–Sutherland line clipping algorithm and can be extended to 3-Dimensional clipping. This algorithm is considered to be the faster parametric line-clipping algorithm. The following concepts are used in this clipping:
- The parametric equation of the line.
- The inequalities describing the range of the clipping window which is used to determine the intersections between the line and the clip window.
The parametric equation of a line can be given by,
X = x1 + t(x2-x1) Y = y1 + t(y2-y1)
Where, t is between 0 and 1.
Then, writing the point-clipping conditions in the parametric form:
xwmin <= x1 + t(x2-x1) <= xwmax ywmin <= y1 + t(y2-y1) <= ywmax
The above 4 inequalities can be expressed as,
tpk <= qk
Where k = 1, 2, 3, 4 (correspond to the left, right, bottom, and top boundaries, respectively).
The p and q are defined as,
p1 = -(x2-x1), q1 = x1 - xwmin (Left Boundary) p2 = (x2-x1), q2 = xwmax - x1 (Right Boundary) p3 = -(y2-y1), q3 = y1 - ywmin (Bottom Boundary) p4 = (y2-y1), q4 = ywmax - y1 (Top Boundary)
When the line is parallel to a view window boundary, the p value for that boundary is zero.
When pk < 0, as t increase line goes from the outside to inside (entering).
When pk > 0, line goes from inside to outside (exiting).
When pk = 0 and qk < 0 then line is trivially invisible because it is outside view window.
When pk = 0 and qk > 0 then the line is inside the corresponding window boundary.
Using the following conditions, the position of line can be determined:
Condition | Position of line |
---|---|
pk = 0 | parallel to the clipping boundaries |
pk = 0 and qk < 0 | completely outside the boundary |
pk = 0 and qk >= 0 | inside the parallel clipping boundary |
pk < 0 | line proceeds from outside to inside |
pk > 0 | line proceeds from inside to outside |
Parameters t1 and t2 can be calculated that define the part of line that lies within the clip rectangle.
When,
- pk < 0, maximum(0, qk/pk) is taken.
- pk > 0, minimum(1, qk/pk) is taken.
If t1 > t2, the line is completely outside the clip window and it can be rejected. Otherwise, the endpoints of the clipped line are calculated from the two values of parameter t.
Algorithm –
- Set tmin=0, tmax=1.
- Calculate the values of t (t(left), t(right), t(top), t(bottom)),
(i) If t < tmin ignore that and move to the next edge.
(ii) else separate the t values as entering or exiting values using the inner product.
(iii) If t is entering value, set tmin = t; if t is existing value, set tmax = t. - If tmin < tmax, draw a line from (x1 + tmin(x2-x1), y1 + tmin(y2-y1)) to (x1 + tmax(x2-x1), y1 + tmax(y2-y1))
- If the line crosses over the window, (x1 + tmin(x2-x1), y1 + tmin(y2-y1)) and (x1 + tmax(x2-x1), y1 + tmax(y2-y1)) are the intersection point of line and edge.
This algorithm is presented in the following code. Line intersection parameters are initialised to the values t1 = 0 and t2 = 1.
#include"graphics.h" #define ROUND(a) ((int)(a+0.5)) int clipTest ( float p, float q, float * tl, float * t2) { float r ; int retVal = TRUE; //line entry point if (p < 0.0) { r = q /p ; // line portion is outside the clipping edge if ( r > *t2 ) retVal = FALSE; else if (r > *t1 ) *tl = r; } else //line leaving point if (p>0.0) { r = q/p ; // line portion is outside if ( r<*t1 ) retVal = FALSE; else i f (r<*t2) *t2 = r; } // p = 0, so line is parallel to this clipping edge else // Line is outside clipping edge if (q<0.0) retVal = FALSE; return ( retVal ) ; } void clipLine (dcPt winMin, dcPt winMax, wcPt2 pl , wcPt2 p2) { float t1 = 0.0, t2 = 1.0, dx = p2.x-p1.x, dy; // inside test wrt left edge if (clipTest (-dx, p1.x - winMin.x, &t1, &t2)) // inside test wrt right edge if (clipTest (dx, winMax.x - p1.x, &t1, &t2)) { dy = p2.y - p1.y; // inside test wrt bottom edge if (clipTest (-dy, p1.y - winMin.y, &t1, &t2)) // inside test wrt top edge if (clipTest (dy, winMax.y - p1.y, &t1, &t2)) { if (t2 < 1.0) { p2.x = p1.x + t2*dx; p2.y = p1.y + t2*dy; } if (t1 > 0.0) { p1.x += t1*dx; p1.y += t1*dy; } lineDDA ( ROUND(p1.x), ROUND(p1.y), ROUND(p2.x), ROUND(p2.y) ); } } } |
Reference: Computer Graphics by Donald Hearn, M.Pauline Baker
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