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The algorithms we have described so far were hard area flooding, which basically assumed that the region to be filled was demarcated by a “solid” boundary, that is, a curve of pixels all of the same color. Such a boundary would be a jagged curve. To get a smoother looking boundary one typically would blur or “shade” it by assigning a gradation of colors in a neighborhood of it. ) If boundaries are shaded, then we would like filling algorithms to maintain this shading. Soft area flooding refers to algorithms that do this and leave any “shading” intact.

Details near the center now count more heavily than those near the edge. Model (1) is easier than (2), but (2) produces better pictures. Internal details, such as highlights, are harder to handle. In the case of boundaries of polygons we can use shading to suggest the position of the edges and can make the picture look as if it had higher resolution than it in fact has. Therefore, associate to each pixel an intensity proportional to the percentage of its area that is covered by the polygon. 13 a value of 2 and pixel B, a value of 8.

For the simple DDA we have e = 1 5 , eDx = 1, eDy = 3 5 , and pi+1 = pi + (1, 3 5). In the case of the symmetric DDA, we have e = 1 8 , eDx = 5 8 , eDy = 3 8 , and pi+1 = pi + (5 8 , 3 8). 9. The points of the simple DDA are shown as ¥¢s and those of the symmetric DDA are shown as solid circles. 2 The Bresenham Line-Drawing Algorithm Although the DDA algorithms for drawing straight lines are simple, they involve real arithmetic. Some simple modifications result in an algorithm that does only integer arithmetic, and only additions at that.

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