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CLIPPING: A critical review of existing algorithms.

Wangari Maina BSCIT-05-0344/2022

ABSTRACT
This paper presents a basic survey of existing calculations utilized for clipping in computer
graphics. Clipping assumes a significant part in graphics delivering by figuring out what parts of
an item or scene ought to be noticeable inside the viewing frustum. This review's goals include
assessing the benefits and drawbacks of various clipping algorithms and locating any gaps in
existing knowledge. This review provides insights into the performance, efficiency, and
applicability of different clipping techniques. Experiences acquired from this review can help
specialists and professionals in choosing reasonable calculations for explicit applications and
give a guide to future progressions in clipping methods.

INTRODUCTION
Clipping is a strategy utilized in computer graphics to eliminate items or portions of items that
are beyond the noticeable region of a computer screen or viewport. This is done to guarantee that
only the apparent parts of articles are delivered.

There are two main types of clipping. They include window clipping and z-clipping. Window
clipping is utilized to eliminate objects that are beyond the viewing window, which is the
rectangular region of the screen that is right now being shown. Z-clipping is utilized to eliminate
objects that are behind the viewing plane, which is a virtual plane that addresses the distance
from the watcher to the screen.

Clipping is an essential move toward the rendering system, as it guarantees that main the
noticeable parts of items are shown. This can further develop execution by diminishing the
quantity of articles that should be rendered, and it can likewise work on the nature of the
rendered picture by keeping objects from being shown in wrong areas.

Advantages of using Clipping in Computer Graphics include;

i. Improved performance: Clipping can further develop performance by diminishing the


quantity of objects that should be delivered. This is particularly significant in
applications, for example, computer games.

ii. Improved quality: Clipping can work on the quality of the delivered picture by keeping
objects from being shown in some unacceptable location. This is particularly significant
for applications that require precise rendering, like computer aided design programming
and clinical imaging.

iii. Simplified rendering: Clipping can work on the rendering system by diminishing the
quantity of mathematical natives that should be handled. This can make the rendering
system quicker and more effective.

RELATED WORKS… (CLIPPING ALGORITHMS)


They are used to remove parts of polygons or lines that lie outside a specified region, such as a
window or convex hull. Different algorithms have been developed for various applications.

Clipping Algorithms for solving Nearest Point Problem Over Reduced Convex Hulls
The nearest point problem (NPP), i.e., tracking down the nearest points between two disjoint
convex hulls, has two traditional arrangements, the Gilbert-Schlesinger-Kozinec (GSK) and
Mitchell-Dem'yanov-Malozemov (MDM) algorithms. At the point when the convex hulls do
meet, NPP must be expressed concerning reduced convex hulls (RCHs), comprised of convex
example blends whose coefficients are limited by a @m<1 worth and that are disjoint for
reasonable @m. The GSK and MDM techniques have as of late been reached out to tackle NPP
for RCHs utilizing the specific design of the outrageous points of a RCH. While compelling,
their dependence on outrageous points might make them computationally exorbitant, especially
when applied in a kernel setting. In this work we propose an option cut expansion of old-style
MDM that outcomes in an easier algorithm with the very order exactness than that of the
augmentations previously referenced, yet in addition with a lot quicker mathematical
combination.
In simpler terms, it proposes an alternative clipped extension of the classical Mitchell-
Dem'yanov-Malozemov (MDM) algorithm to solve the nearest point problem (NPP) over
reduced convex hulls (RCHs). The proposed algorithm is simpler and faster than the existing
extensions of the GSK and MDM algorithms, while maintaining the same classification
accuracy.

Cohen-Sutherland algorithm

This is a basic and productive algorithm that works by relegating a bit code to each point on the
line. The bit code demonstrates which of the four clipping planes the point is inside or beyond.
The algorithm then strides along the line, testing each highlight check whether it is inside or
beyond the clipping window.
The Cohen-Sutherland algorithm is simple and efficient, but it can be slow for complex lines.

Liang-Barsky algorithm
Compared to the Cohen-Sutherland algorithm, this algorithm is more effective. The line is
projected onto each clipping plane, and the minimum and maximum values for each projection
are then determined. These values are then used by the algorithm to identify the clipped line.

Algorithm for midpoint subdivision


The line is divided into smaller and smaller pieces until they are entirely inside or outside of the

clipping window in this recursive method.


Performance
Algorithm Key Features Metrics DISCUSSION
Concave polygons can be handled well
by the Sutherland-Hodgman method,
while line clipping jobs are best
Sutherland- Handles concave Number of polygon handled by Cohen-Sutherland and
Hodgman polygons vertices processed Liang-Barsky algorithms. While the
Cyrus-Beck approach is effective for
line clipping against any convex
polygon, the Weiler-Atherton algorithm
Cohen- Number of line is focused on managing polygon
Sutherland Efficient line clipping segments processed intersections.

Number of line Each algorithm has particular


Liang-Barsky Parametric line clipping segments processed advantages and is suitable for various
situations. When choosing a clipping
algorithm, factors like computing
complexity, efficiency, and managing
Number of complicated forms or polygon
Weiler- Handles polygon intersection intersections should be considered.
Atherton intersections computations

The performance metrics listed in the


table are intended to be a general
Efficient line clipping reference; nevertheless, implementation
with arbitrary convex Number of line and optimization choices may affect
Cyrus-Beck polygons segments processed actual performance.

In conclusion, selecting the best method for a particular application requires understanding the
key characteristics and performance indicators of clipping algorithms.

CONCLUSION
In conclusion, clipping algorithms are essential for determining viewable areas within a viewing
frustum in computer graphics. Each method has distinct qualities that make it suitable for
particular jobs such handling concave polygons, line clipping, or polygon intersections.
However, additional investigation is required to create more resilient solutions that can manage
complicated scenarios and address problems brought on by advancing graphics technologies.
Standardization of benchmark datasets and evaluation metrics would make it easier to make
unbiased comparisons and develop the field. We can improve rendering performance and make it
possible for computer graphics programs to provide more immersive experiences by choosing
the right clipping algorithms and pushing the boundaries of research.

REFERENCES
Asokarathinam P. (1996). Liang-Barsky Line Clipping. Cs.helsinki.fi. Retrieved from URL
https://www.cs.helsinki.fi/group/goa/viewing/leikkaus/intro.html
Bard. (2023). Google Bard [ Computer software]. Retrieved from https://bard.google.com/
Modi S., Sharma A. (2023). Line Clipping Set 1 (Cohen- Sutherland Algorithm). Geeksforgeeks.
Retrieved from URL https://www.geeksforgeeks.org/line-clipping-set-1-cohen-sutherland-
algorithm/
Lopez J., Barbero A., & Dorronsoro J., R. (2011). Clipping algorithms for solving the nearest
point problem over convex hulls. Pattern Recognition, Volume 44 pages 607-614. Retrieved
from URL https://typeset.io/papers/clipping-algorithms-for-solving-the-nearest-point-problem-
1l9xdy0a71#:~:text=Trace-,Clipping%20algorithms%20for%20solving%20the%20nearest
%20point%20problem%20over%20reduced%20convex%20hulls,-Jorge%20L%C3%B3pez1

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