Xiaolin Wu's line algorithm


Xiaolin Wu's line algorithm is an algorithm for line antialiasing.

Antialiasing technique

Xiaolin Wu's line algorithm was presented in the article "An Efficient Antialiasing Technique" in the July 1991 issue of Computer Graphics, as well as in the article "Fast Antialiasing" in the June 1992 issue of Dr. Dobb's Journal.
Bresenham's algorithm draws lines extremely quickly, but it does not perform anti-aliasing. In addition, it cannot handle any cases where the line endpoints do not lie exactly on integer points of the pixel grid. A naive approach to anti-aliasing the line would take an extremely long time. Wu's algorithm is comparatively fast, but is still slower than Bresenham's algorithm. The algorithm consists of drawing pairs of pixels straddling the line, each coloured according to its distance from the line. Pixels at the line ends are handled separately. Lines less than one pixel long are handled as a special case.
An extension to the algorithm for circle drawing was presented by Xiaolin Wu in the book Graphics Gems II. Just as the line drawing algorithm is a replacement for Bresenham's line drawing algorithm, the circle drawing algorithm is a replacement for Bresenham's circle drawing algorithm.

Algorithm

Like Bresenham’s line algorithm, this method steps
along one axis and considers the two nearest pixels to the ideal line. Instead of
choosing the nearest, it draws both, with intensities proportional to their vertical
distance from the true line. This produces smoother, anti-aliased lines.
The pseudocode below assumes a line where,,
and the slope satisfies. This
is a standard simplification — the algorithm can be extended to all directions using symmetry.
The algorithm is well-suited to older CPUs and microcontrollers because:
  • It avoids floating point arithmetic in the main loop
  • It renders symmetrically from both ends, halving the number of iterations
  • The main loop uses only addition and bit shifts — no multiplication or division

function draw_line
N := 8 # brightness resolution
M := 15 # fixed-point fractional bits
I := maximum brightness value
# Compute gradient and convert to fixed-point step
k := float /
d := floor
# Start with fully covered pixels at each end
img := img := I
D := 0 # Fixed-point accumulator
while true:
x0 := x0 + 1
x1 := x1 - 1
if x0 > x1:
break
D := D + d
if D overflows:
y0 := y0 + 1
y1 := y1 - 1
# Brightness = upper N bits of fractional part of D
v := D >>
img := img := I - v
img := img := v

Floating Point Implementation


function plot is
plot the pixel at with brightness c
// fractional part of x
function fpart is
return x - floor
function rfpart is
return 1 - fpart
function drawLine is
boolean steep := abs > abs

if steep then
swap
swap
end if
if x0 > x1 then
swap
swap
end if

dx := x1 - x0
dy := y1 - y0
if dx 0.0 then
gradient := 1.0
else
gradient := dy / dx
end if
// handle first endpoint
xend := floor
yend := y0 + gradient *
xgap := 1 -
xpxl1 := xend // this will be used in the main loop
ypxl1 := floor
if steep then
plot
plot
else
plot
plot
end if
intery := yend + gradient // first y-intersection for the main loop

// handle second endpoint
xend := ceil
yend := y1 + gradient *
xgap := 1 -
xpxl2 := xend //this will be used in the main loop
ypxl2 := floor
if steep then
plot
plot
else
plot
plot
end if

// main loop
if steep then
for x from xpxl1 + 1 to xpxl2 - 1 do
begin
plot, x, rfpart)
plot+1, x, fpart)
intery := intery + gradient
end
else
for x from xpxl1 + 1 to xpxl2 - 1 do
begin
plot, rfpart)
plot+1, fpart)
intery := intery + gradient
end
end if
end function