4 ms·
I had hoped for some more basic stuff. I struggle for 2 months now to implement a fast line draw with width for a embeed cpu. It only has a framebuffer no gpu
by Surac 7mo ago
I had hoped for some more basic stuff. I struggle for 2 months now to implement a fast line draw with width for a embeed cpu. It only has a framebuffer no gpu
- abetusk 7mo agohttps://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
- deleted 7mo ago[deleted]
- pjmlp 7mo agoThe bible of graphics programming, everything with software rendering, "Computer Graphics: Principles and Practice" https://www.informit.com/store/computer-graphics-principles-and-practice-9780321399526 https://www.informit.com/store/computer-graphics-principles-... Yeah, it is a steep price as many academia books, maybe you can find it on a library nearby, as its first edition was in 1982.
- jplusequalt 7mo agoThis book is quite old. I would argue that Realtime Rendering 4th edition is the better book. Bonus points if you pair it with some online resources to get a deeper understanding of the topics (but the textbook contains follow up material for all discussed topics).
- pjmlp 7mo agoDepends on the edition, the last one is from 2013 uses C# for most of its examples. It might not be great for 3D rendering algorithms, then again that is the hardware time that WebGL 2.0 and WebGPU are stuck with.
- xyzsparetimexyz 7mo agoFast, thick lines, no gpu Choose 2
- socalgal2 7mo agoIt's non-trival though not that hard. Have you asked an LLM? It depends on your needs * You can compute a rectangle by expanding a line purpendicular to its direction The problem with this is you'll get gaps between 2 lines if they are supposed to be connected. You can solve that by trying to connect the corners if the rectangles. Once you do this though you're no longer drawing rectangles. You might have to make a simple triangle rasterizer. Or a scanline rasterizer * You can "drag a brush". You compute a single line, then at each pixel, draw a sprite/circle/rectangle around that pixel. That's slow because you'll draw every pixel more than once but it will work and might be fast enough This has the issue with the ends will be different unless your brush is round. If that's ok then it works. All of these are something you can ask Gemini, ChatGPT, Claude, and they'll spit out an exmaple in the language of your choice.
- PacificSpecific 7mo agoThose are bad answers. Really bad.
- socalgal2 7mo agoWhat part of them were bad? And where is your contribution? Asking Gemini spit out this: https://godbolt.org/z/fzfnY6r39 https://godbolt.org/z/fzfnY6r39 - using a brush https://godbolt.org/z/hdKe1b71P https://godbolt.org/z/hdKe1b71P - using triangles for miter support.
- PacificSpecific 7mo agoIt's not my responsibility to educate you. Especially if you won't take the time yourself to understand the problem. I suggest you read through the sibling comments.
- jungojango 7mo agoI've used this one: https://gist.github.com/ArminJo/8dc4e61847a693e99bdde919cc7005cc https://gist.github.com/ArminJo/8dc4e61847a693e99bdde919cc70...
- gmiller123456 7mo ago"Basic" is a relative term. Modern graphics GPUs do not work the same way memory mapped graphics do, and working with them is different at a fundamental level. You are probably better off searching for old graphics programming books from the 90s. The code they have likely won't work, the the algorithms should be what you're looking for, and shouldn't be hard to adapt.
- avmich 7mo agoFundamentally different? Don't GPUs just speed things up in hardware?
- gmiller123456 7mo agoNo. With the old style you had to draw every pixel, and you'd have to develop primitives for drawing a point, a line, or a triangle. With a GPU you essentially give the GPU a bunch of data and tell it to draw points, lines, or triangles for you. You then create "shaders" which are functions that the GPU calls to ask where to position a vertex, or what color to make a pixel, with some "magic" that passes data between the two. It's best understood by looking at the code for the almighty gradient triangle: https://webgpufundamentals.org/webgpu/lessons/webgpu-inter-stage-variables.html https://webgpufundamentals.org/webgpu/lessons/webgpu-inter-s...
- avmich 7mo agoIt's all those parts which, in the absense of GPU, would be done by CPU. No qualitative difference.
- oumua_don17 7mo agoCheck this out https://pikuma.com/courses/learn-3d-computer-graphics-programming https://pikuma.com/courses/learn-3d-computer-graphics-progra...
- user____name 7mo agoThere's a Bresenham variant for thick lines. It's a bit hard to wrap your head around. https://homepages.enterprise.net/murphy/thickline/index.html https://homepages.enterprise.net/murphy/thickline/index.html http://kt8216.unixcab.org/murphy/index.html http://kt8216.unixcab.org/murphy/index.html