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[BF+79]  An Algorithm for Shading of Regions on Vector Display Devices

Brassel:1979:ASR (Article)
Author(s)Brassel K. and Fegeas R.
Title« An Algorithm for Shading of Regions on Vector Display Devices »
JournalACM SIGGRAPH Computer Graphics, Proceedings of ACM SIGGRAPH 79 (Chicago, IL, August 8--10, 1979)
Volume13
Number3
Page(s)126--133
Year1979
AddressNew York

Abstract
The display of shaded polygons by line, cross-hatch, and dot patterns on vector devices is a task frequently used in computer graphics and computer cartography. In applications such as the production of shaded maps polygon shading turns out to be critical with respect to time requirements, and the development of efficient algorithms is of importance. Given an arbitrary polygon in the plane without self-crossing edges (simply-connected polygon), the task at hand is to shade this polygon with one or two sets of parallel lines where for each set a shading angle and a line distance are given. The basic concept of this new algorithm is to decompose the polygon into a set of mutually exclusive trapezoids (in special cases triangles) where the parallel edges of the trapezoids are parallel to the desired shading lines. These trapezoids and triangles are then shaded in a fast procedure. In its present form the algorithm handles regions with up to 300 islands. Possible extensions include the construction of dash and cross patterns.

BibTeX code
@article{Brassel:1979:ASR,
  number = {3},
  month = aug,
  author = {Kurt E. Brassel and Robin Fegeas},
  optkey = {},
  series = CGPACS,
  localfile = {papers/Brassel.1979.ASR.pdf},
  address = {New York},
  publisher = {ACM Press},
  doi = {http://doi.acm.org/10.1145/800249.807434},
  organization = {ACM SIGGRAPH},
  journal = SIGGRAPH79,
  volume = {13},
  optstatus = {URL},
  title = {{A}n {A}lgorithm for {S}hading of {R}egions on {V}ector {D}isplay
           {D}evices},
  abstract = { The display of shaded polygons by line, cross-hatch, and dot
              patterns on vector devices is a task frequently used in computer
              graphics and computer cartography. In applications such as the
              production of shaded maps polygon shading turns out to be critical
              with respect to time requirements, and the development of
              efficient algorithms is of importance. Given an arbitrary polygon
              in the plane without self-crossing edges (simply-connected
              polygon), the task at hand is to shade this polygon with one or
              two sets of parallel lines where for each set a shading angle and
              a line distance are given. The basic concept of this new algorithm
              is to decompose the polygon into a set of mutually exclusive
              trapezoids (in special cases triangles) where the parallel edges
              of the trapezoids are parallel to the desired shading lines. These
              trapezoids and triangles are then shaded in a fast procedure. In
              its present form the algorithm handles regions with up to 300
              islands. Possible extensions include the construction of dash and
              cross patterns.},
  year = {1979},
  pages = {126--133},
}

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