A simple implementation of Bresenham's line drawing algorithm
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Updated
Oct 3, 2020 - Python
A simple implementation of Bresenham's line drawing algorithm
Creating Occupancy Grid Maps using Static State Bayes filter and Bresenham's algorithm for mobile robot (turtlebot3_burger) in ROS.
Algorithms for Computer Graphics
Generic 2D grid
A function that takes as input a cropped text line image, and outputs the dewarped image.
This is a collection of the various programs that were written using the OpenGL library as a part of the Computer Graphics Lab.
An implementation of line drawing algorithms in C.
Software-based rasterization library
Computer Graphics Concept tested using OpenGL - Line Drawing, Polygon Filling, 2D Transformations, 3D lightning, Textures etc
This project is about creating a simplified 3D graphic representation of a relief landscape or any other geometric images.
The objective of the project was to develop a program that, using an Occupancy Grid mapping algorithm, gives us a map of a static space, given the P3-DX Pioneer Robot’s localization and the data from an Xbox Kinect depth camera.
Computer Graphics algorithms for line drawing, shape filling, circle drawing, ellipse drawing, polygon clipping, shear, transformation, and reflection
Language C++ Computer Graphics - (SEM-4) - Line Drawing Algorithm (DDA and Bresenham), Bresenham circle drawing, Polygon filling, 2D transformation, Cohen Sutherland polygon clipping and Bezier curve.
A simple 2D graphics library in C written on top of X. Its basic interface was written by Prof Douglas Thain, University of Notre Dame. Modified by me to implement some graphics algorithms.
This repository consists of Programs that are essential for beginners in Computer Graphics. All the programs are beginner-friendly and easy to interpret, as comments have been added for the same.
Computer graphics artwork. It's raster graphics which simulates Brownian motion.
Computer graphics artwork. It's raster graphics teapot which implemented by using Bresenham's algorithm to draw the lines between points.
Voxel world engine from scratch, Euclidean geometry, with some pre defined geometry forms like (Cubes, Pyramid, Spheres...etc)
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