A New Concept and Method for Line Clipping
ACM Transactions on Graphics (TOG)
A New Line Clipping Algorithm with Hardware Acceleration
CGI '04 Proceedings of the Computer Graphics International
Duality, barycentric coordinates and intersection computation in projective space with GPU support
WSEAS Transactions on Mathematics
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A clipping operation is a fundamental operation within all computer graphics systems and it has been well explored as many algorithms have been developed. However there are still other ways how a graphical primitive can be clipped against a window. The type of the window has a strong influence on the final algorithm complexity. The window can be orthogonal and axis aligned, 4-sided orthogonal non-axis aligned convex or non-convex. Clipped primitives are mostly lines, line segments and polygons of the above mentioned types. It leads to algorithms with O(lg N) [Skala 1994] up to O(NM) complexities in general. In some cases, when a clipping window is constant and many primitives are to be clipped, a clipping algorithm with O(1) complexity [Skala 1996] can be used. Algorithms are mostly based on Cohen-Sutherland, Cyrus-Beck, Liang-Barsky and Sutherland-Hodgman algorithms [Theoharis, et al. 2008]. Some of them are intended for hardware implementation but all operate in the Euclidean space.