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GDB Scenario: You have studied Bresenham’s algorithm which is trying to avoid floating point calculations involved in rendering the elements of graphics. The objective was to speed up the rendering process.
In today’s world, we have very fast computers having multi-core processors with speed up to 3GHz. Processing time required for integer and floating point calculations is almost the same i.e. may be having difference of only few nanoseconds.
GDB Question: What do you think about the significance of Bresenham’s algorithm in today’s world? Do we really need such algorithms any more and consider avoiding floating point calculations in computer graphics?
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I think its used in 2days world
Bresenhams line algorithm was very useful in history (history of computer graphics), where was need of drawing lines without using floating point operations, because integer operations are faster (was faster). This is not today problem. In cpu is integrated math co-procesor (till intel 486), there is SSE unit and also GPU computes floatng points. There are not many useful usages of Bresenham today. But still. It is very interesting historicaly and it is beatiful algorithm to study.
kafi acha likha ha yar
Drawing lines quickly is a solved problem. GPUs know how to do it in hardware, and there are very powerful systems that can draw lovely antialiased lines of any thickness and with rounded ends. So all anyone has to do is learn an API to get lines on screen.However, the basic technique of line drawing is still important.
First of all, it is useful to understand how rasterisation works, even if one never needs to go down that far. Graphics students should at least understand the theory.It is also a very good test case to study optimisation.. It's a bit old, but still great for studying.There are also other places that don't have GPUs or libraries, such as embedded systems or unique hardware systems. Finally, the basic algorithm is still being used outside of rendering lines. For example, line-of-sight raycasting in games, or raytracing optimisations using uniform subdivision grids. It is still relevant.
this answer partially fulfill the requirements :)