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===Computer graphics=== {{further|Computer graphics}} * [[Clipping (computer graphics)|Clipping]] ** [[Line clipping]] *** [[Cohen–Sutherland]] *** [[Cyrus–Beck]] *** [[Fast clipping|Fast-clipping]] *** [[Liang–Barsky algorithm|Liang–Barsky]] *** [[Nicholl–Lee–Nicholl]] ** Polygon clipping *** [[Sutherland–Hodgman]] *** [[Vatti clipping algorithm|Vatti]] *** [[Weiler–Atherton]] * [[Contour line]]s and [[Isosurface]]s ** [[Marching cubes]]: extract a polygonal mesh of an isosurface from a three-dimensional scalar field (sometimes called voxels) ** [[Marching squares]]: generates contour lines for a two-dimensional scalar field ** [[Marching tetrahedrons]]: an alternative to [[Marching cubes]] * [[Discrete Green's theorem]]: is an algorithm for computing double integral over a generalized rectangular domain in constant time. It is a natural extension to the summed area table algorithm * [[Flood fill]]: fills a connected region of a multi-dimensional array with a specified symbol * [[Global illumination]] algorithms: Considers direct illumination and reflection from other objects. ** [[Ambient occlusion]] ** [[Beam tracing]] ** [[Cone tracing]] ** [[Image-based lighting]] ** [[Metropolis light transport]] ** [[Path tracing]] ** [[Photon mapping]] ** [[Radiosity (3D computer graphics)|Radiosity]] ** [[Ray tracing (graphics)|Ray tracing]] * [[Hidden-surface determination|Hidden-surface removal]] or visual surface determination ** [[Newell's algorithm]]: eliminate polygon cycles in the depth sorting required in hidden-surface removal ** [[Painter's algorithm]]: detects visible parts of a 3-dimensional scenery ** [[Scanline rendering]]: constructs an image by moving an imaginary line over the image ** [[Warnock algorithm]] * [[Line drawing algorithm|Line drawing]]: graphical algorithm for approximating a line segment on discrete graphical media. ** [[Bresenham's line algorithm]]: plots points of a 2-dimensional array to form a straight line between 2 specified points (uses decision variables) ** [[Digital differential analyzer (graphics algorithm)|DDA line algorithm]]: plots points of a 2-dimensional array to form a straight line between specified points ** [[Xiaolin Wu's line algorithm]]: algorithm for line antialiasing. * [[Midpoint circle algorithm]]: an algorithm used to determine the points needed for drawing a circle * [[Ramer–Douglas–Peucker algorithm]]: Given a 'curve' composed of line segments to find a curve not too dissimilar but that has fewer points * [[Shading]] ** [[Gouraud shading]]: an algorithm to simulate the differing effects of light and colour across the surface of an object in 3D computer graphics ** [[Phong shading]]: an algorithm to interpolate surface normal-vectors for surface shading in 3D computer graphics * [[Slerp]] (spherical linear interpolation): quaternion interpolation for the purpose of animating 3D rotation * [[Summed area table]] (also known as an integral image): an algorithm for computing the sum of values in a rectangular subset of a grid in constant time * [[Binary space partitioning]]
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