Computer Graphics Chapter 2: Line Drawing Algorithms
Computer Graphics Fundamentals: Line Drawing Algorithms - DDA vs. Bresenham's
Welcome back, graphics enthusiasts! Professor Dr. Zeeshan Bhatti here from Zeeshan Academy. Today, we're tackling one of the most fundamental problems in computer graphics: how to draw a straight line on a pixel-based screen.
This might seem trivial at first glance. After all, we've been drawing lines since kindergarten. However, in the digital realm, where everything is composed of discrete pixels, drawing a perfect, smooth line requires some clever mathematics. The solutions to this problem, known as Line Drawing Algorithms, are the unsung heroes behind every digital image, user interface, and video game. Let's explore the two most famous ones: the Digital Differential Analyzer (DDA) and the mighty Bresenham's Algorithm.
The Core Challenge: From Continuous to Discrete
Before we dive into the algorithms, let's understand the problem. A mathematical line is continuous and infinitely thin. Our computer screen, however, is a grid of discrete pixels. The challenge is to determine which pixels to "turn on" to best approximate this ideal line.
The goal is twofold:
- Accuracy: The lit pixels should form a path that is as close as possible to the true line. 
- Efficiency: The calculation must be fast, as modern images require drawing millions of such primitives. 
Accuracy: The lit pixels should form a path that is as close as possible to the true line.
Efficiency: The calculation must be fast, as modern images require drawing millions of such primitives.
Algorithm 1: The Digital Differential Analyzer (DDA)
The DDA algorithm is a straightforward, intuitive approach based on the simple concept of the slope of a line.
The Mathematical Foundation
Given two endpoints of a line,  and , the slope  is defined as:
From this, we get two key relationships:
The brilliance of DDA lies in its incremental approach. Instead of calculating the y-coordinate for every x from scratch, we start at one point and use the slope to find the next point.
The DDA Algorithm Step-by-Step
Step 1: Plot the first pixel at the starting point .
Step 2: Calculate the increments. Since pixels are a unit distance apart, we can take a step of 1 in either the x or y direction and calculate the corresponding change in the other.
- If  (a shallow line), take steps of 1 in the x-direction. 
 
 
 
- If  (a steep line), take steps of 1 in the y-direction. 
 
 
 
Step 3: At each step, increment the current position by  and  to get the next pixel.
Plot the pixel at .
Step 4: Continue this process until you reach the final endpoint .
Pros and Cons of DDA:
- Pro: It's simple to understand and implement. 
- Con: It uses floating-point operations (like calculating  and ), which are computationally expensive for a computer. It also requires rounding off at each step, which can accumulate error. 
If (a shallow line), take steps of 1 in the x-direction.
If (a steep line), take steps of 1 in the y-direction.
Pro: It's simple to understand and implement.
Con: It uses floating-point operations (like calculating and ), which are computationally expensive for a computer. It also requires rounding off at each step, which can accumulate error.
Algorithm 2: Bresenham's Line Generation Algorithm
Now, let's meet the champion of line drawing. Bresenham's algorithm is a masterpiece of efficiency because it uses only integer calculations, making it significantly faster than DDA.
The Core Insight
Bresenham's algorithm is also an incremental algorithm. As we move across the x-axis in unit intervals, we have a simple binary choice at each step: which of the two possible y-coordinates is closer to the true line?
For example, from a starting pixel at (2, 3), the next x-coordinate is 3. But should we plot the pixel at (3, 3) or (3, 4)? Bresenham's algorithm uses a decision parameter to make this choice efficiently.

At each step, the algorithm chooses between the pixel to the East (E) or the North-East (NE) based on which is closer to the true line.
Bresenham Line Drawing Algorithm in Computer Graphics | Solving Bresenham Line Algorithm 🎮05

At each step, the algorithm chooses between the pixel to the East (E) or the North-East (NE) based on which is closer to the true line.
Deriving the Bresenham's Algorithm (For |m| < 1)
Let's assume we are at a pixel . The true y-value of the line at  is .
We have two candidate pixels for the next position:
-  - the East pixel 
-  - the North-East pixel 
Let  and  be the vertical distances from the true line to the candidates E and NE, respectively.
The decision is simple: if  is smaller, choose E; if  is smaller, choose NE. Instead of comparing  and  directly (which would require floating-point math), we define a decision parameter  that can be computed using integers only.
The key is to analyze the difference:
Now, we substitute the equation of the line. The line equation is , and we know . Substituting gives:
After simplification, this resolves to an integer-only expression:
Where  is a constant. The beauty is in the incremental update. We can find  in terms of :
- If we choose E (y doesn't change): 
- If we choose NE (y increases by 1): 
The initial decision parameter  is also an integer: .
The Bresenham's Algorithm (for |slope| < 1):
- Input endpoints  and . 
- Calculate , . 
- Compute the initial decision parameter . 
- Start from . Plot the pixel. 
- For each x-coordinate from  to : - If , the next pixel is . 
 
 
- Else, the next pixel is . 
 
 
 
- Repeat until the end of the line is reached. 
- the East pixel
- the North-East pixel
If we choose E (y doesn't change):
If we choose NE (y increases by 1):
Input endpoints and .
Calculate , .
Compute the initial decision parameter .
Start from . Plot the pixel.
For each x-coordinate from to :
- If , the next pixel is . 
- Else, the next pixel is . 
Repeat until the end of the line is reached.
Why Bresenham's Algorithm is a Game-Changer
- Speed: It uses only integer addition, subtraction, and bit-shifting (multiplication by 2). No floating-point operations or rounding. 
- Accuracy: It always selects the pixel closest to the true line, producing as good or better results than DDA. 
- Foundation: The core idea of using a decision parameter for a binary choice is the basis for drawing other primitives like circles and ellipses. 
Speed: It uses only integer addition, subtraction, and bit-shifting (multiplication by 2). No floating-point operations or rounding.
Accuracy: It always selects the pixel closest to the true line, producing as good or better results than DDA.
Foundation: The core idea of using a decision parameter for a binary choice is the basis for drawing other primitives like circles and ellipses.
DDA vs. Bresenham's: A Head-to-Head Comparison
Feature Digital Differential Analyzer (DDA) Bresenham's Algorithm Calculation Type Floating-point arithmetic Integer arithmetic Speed Slower Faster Accuracy Good, but rounding can cause drift Excellent, always picks closest pixel Complexity Simple to understand More complex logic Best Use Case Learning and prototyping Production systems, real-time graphics Hardware Implementation Difficult Easy and common 
| Feature | Digital Differential Analyzer (DDA) | Bresenham's Algorithm | 
|---|---|---|
| Calculation Type | Floating-point arithmetic | Integer arithmetic | 
| Speed | Slower | Faster | 
| Accuracy | Good, but rounding can cause drift | Excellent, always picks closest pixel | 
| Complexity | Simple to understand | More complex logic | 
| Best Use Case | Learning and prototyping | Production systems, real-time graphics | 
| Hardware Implementation | Difficult | Easy and common | 

 
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