The document provides information about computer graphics and image processing. It discusses various topics including:
- Video display devices such as refresh cathode ray tubes, random scan displays, and raster scan displays.
- Line drawing algorithms like DDA and Bresenham's algorithm. Circle drawing algorithms including midpoint circle generation and Bresenham's algorithm.
- Raster and random scan devices. Raster scan systems. Methods for color displays including beam penetration and shadow mask.
- Explanations and examples of DDA and Bresenham's line drawing and circle drawing algorithms.
This slide contain description about the line, circle and ellipse drawing algorithm in computer graphics. It also deals with the filled area primitive.
The document discusses computer graphics and scan conversion algorithms. It begins by explaining that computer graphics involves representing 2D drawings and 3D objects as graphical primitives like points, lines, circles, and polygons. It then discusses scan conversion, which is the process of converting these geometric primitives into pixels for display. Specific algorithms discussed include algorithms for scan converting points, lines, and circles. The DDA and Bresenham's algorithms for drawing lines are described in detail. Bresenham's circle drawing algorithm and the mid-point circle drawing algorithm are also summarized.
Unit-2 raster scan graphics,line,circle and polygon algorithmsAmol Gaikwad
This document provides information about raster scan graphics and algorithms for drawing lines, circles, and polygons in raster graphics. It begins with an introduction to raster scan graphics and line drawing concepts. It then describes the Digital Differential Analyzer (DDA) line drawing algorithm and provides an example of how to use it to rasterize a line. Next, it explains Bresenham's line drawing algorithm and provides another example of using it to rasterize a line. Finally, it includes C program code implementations of the DDA and Bresenham's algorithms.
Line drawing algorithm and antialiasing techniquesAnkit Garg
The document discusses computer graphics and line drawing algorithms. Module 1 covers introduction to graphics hardware, display devices, and graphics software. Module 2 discusses output primitives like lines, circles, ellipses, and clipping algorithms like Cohen-Sutherland and Sutherland-Hodgeman. It then explains the Digital Differential Algorithm (DDA) and Bresenham's line drawing algorithms for scan converting lines. DDA calculates increments in the x or y direction based on the slope. Bresenham's uses only integer calculations. Both algorithms are demonstrated with examples. The document also discusses anti-aliasing techniques like supersampling and area sampling to reduce jagged edges.
The document discusses computer graphics output primitives and line drawing algorithms. It describes points, lines, polygons and other basic geometric structures used to describe scenes in graphics. It then explains two common line drawing algorithms - the Digital Differential Analyzer (DDA) algorithm and Bresenham's line drawing algorithm. Bresenham's algorithm uses only integer calculations to efficiently rasterize lines and is often used in computer graphics.
The document discusses computer graphics concepts like points, pixels, lines, and circles. It begins with definitions of pixels and how they relate to points in geometry. It then covers the basic structure for specifying points in OpenGL and how to draw points, lines, and triangles. Next, it discusses algorithms for drawing lines, including the digital differential analyzer (DDA) method and Bresenham's line algorithm. Finally, it covers circle drawing and introduces the mid-point circle algorithm. In summary:
1) It defines key computer graphics concepts like pixels, points, lines, and circles.
2) It explains the basic OpenGL functions for drawing points and lines and provides examples of drawing simple shapes.
3) It
The document discusses various raster algorithms including raster displays, monitor intensities, RGB colour, line drawing, and simple anti-aliasing. It provides details on how raster displays work by representing images as a grid of pixels stored in a frame buffer and scanned line by line on the screen. It also describes how monitor intensities are represented digitally and processed, the RGB color model, algorithms for line drawing including DDA and Bresenham's, and different methods for simple anti-aliasing like supersampling.
This document provides a brief overview of computer graphics. It discusses how computer graphics works by rendering images through programming computations and data manipulation. It describes the cathode ray tube as the primary output device for early graphical systems. It also summarizes two common scanning techniques - raster scan and random scan/vector scan. Additional topics covered include line generation algorithms like DDA, Bresenham's, and mid-point algorithms. It concludes with some common applications of computer graphics like GUIs, business presentations, mapping, and medical imaging.
This slide contain description about the line, circle and ellipse drawing algorithm in computer graphics. It also deals with the filled area primitive.
The document discusses computer graphics and scan conversion algorithms. It begins by explaining that computer graphics involves representing 2D drawings and 3D objects as graphical primitives like points, lines, circles, and polygons. It then discusses scan conversion, which is the process of converting these geometric primitives into pixels for display. Specific algorithms discussed include algorithms for scan converting points, lines, and circles. The DDA and Bresenham's algorithms for drawing lines are described in detail. Bresenham's circle drawing algorithm and the mid-point circle drawing algorithm are also summarized.
Unit-2 raster scan graphics,line,circle and polygon algorithmsAmol Gaikwad
This document provides information about raster scan graphics and algorithms for drawing lines, circles, and polygons in raster graphics. It begins with an introduction to raster scan graphics and line drawing concepts. It then describes the Digital Differential Analyzer (DDA) line drawing algorithm and provides an example of how to use it to rasterize a line. Next, it explains Bresenham's line drawing algorithm and provides another example of using it to rasterize a line. Finally, it includes C program code implementations of the DDA and Bresenham's algorithms.
Line drawing algorithm and antialiasing techniquesAnkit Garg
The document discusses computer graphics and line drawing algorithms. Module 1 covers introduction to graphics hardware, display devices, and graphics software. Module 2 discusses output primitives like lines, circles, ellipses, and clipping algorithms like Cohen-Sutherland and Sutherland-Hodgeman. It then explains the Digital Differential Algorithm (DDA) and Bresenham's line drawing algorithms for scan converting lines. DDA calculates increments in the x or y direction based on the slope. Bresenham's uses only integer calculations. Both algorithms are demonstrated with examples. The document also discusses anti-aliasing techniques like supersampling and area sampling to reduce jagged edges.
The document discusses computer graphics output primitives and line drawing algorithms. It describes points, lines, polygons and other basic geometric structures used to describe scenes in graphics. It then explains two common line drawing algorithms - the Digital Differential Analyzer (DDA) algorithm and Bresenham's line drawing algorithm. Bresenham's algorithm uses only integer calculations to efficiently rasterize lines and is often used in computer graphics.
The document discusses computer graphics concepts like points, pixels, lines, and circles. It begins with definitions of pixels and how they relate to points in geometry. It then covers the basic structure for specifying points in OpenGL and how to draw points, lines, and triangles. Next, it discusses algorithms for drawing lines, including the digital differential analyzer (DDA) method and Bresenham's line algorithm. Finally, it covers circle drawing and introduces the mid-point circle algorithm. In summary:
1) It defines key computer graphics concepts like pixels, points, lines, and circles.
2) It explains the basic OpenGL functions for drawing points and lines and provides examples of drawing simple shapes.
3) It
The document discusses various raster algorithms including raster displays, monitor intensities, RGB colour, line drawing, and simple anti-aliasing. It provides details on how raster displays work by representing images as a grid of pixels stored in a frame buffer and scanned line by line on the screen. It also describes how monitor intensities are represented digitally and processed, the RGB color model, algorithms for line drawing including DDA and Bresenham's, and different methods for simple anti-aliasing like supersampling.
This document provides a brief overview of computer graphics. It discusses how computer graphics works by rendering images through programming computations and data manipulation. It describes the cathode ray tube as the primary output device for early graphical systems. It also summarizes two common scanning techniques - raster scan and random scan/vector scan. Additional topics covered include line generation algorithms like DDA, Bresenham's, and mid-point algorithms. It concludes with some common applications of computer graphics like GUIs, business presentations, mapping, and medical imaging.
The document discusses algorithms for drawing lines and circles on raster displays. It describes Bresenham's line algorithm which uses only integer calculations to determine which pixels to turn on along a line. For circles, it presents the midpoint circle algorithm which uses incremental integer calculations and the implicit equation of a circle to determine the pixel positions along the circle boundary.
It gives detailed description about Points, Lines, Attributes of Output Primitives, Line Functions, Line Drawing Algorithms, DDA Line drawing algorithms, Bresenham’s Line Algorithm, Circle Generating Algorthims
The document is a lab manual for a course on Computer Graphics and Multimedia. It contains:
1. A table of contents listing various sections like the time table, university scheme, syllabus, list of books, and list of programs.
2. The time table, university scheme, and syllabus provide details about the course schedule, assessment scheme, and topics to be covered.
3. The list of books and list of programs provide resources for students to refer to for the course and experiments to be performed in the lab.
This includes different line drawing algorithms,circle,ellipse generating algorithms, filled area primitives,flood fill ,boundary fill algorithms,raster scan fill approaches.
This document discusses various algorithms used for computer graphics rendering including scan conversion, line drawing, circle drawing, ellipse drawing, and polygon filling. It describes the Digital Differential Analyzer (DDA) algorithm for line drawing and Bresenham's algorithm as an improvement over DDA. Circle drawing is achieved using the midpoint circle algorithm and ellipse drawing using the midpoint ellipse algorithm. Polygon filling can be done using scan line filling or boundary filling algorithms.
This document discusses different techniques for drawing circles in computer graphics. It begins by defining what a circle is mathematically. It then describes three main techniques: using Cartesian coordinates, polar coordinates, and the midpoint circle algorithm. The midpoint circle algorithm is described in detail as being the most efficient technique. It works by incrementally calculating decision parameters to determine the next pixel on the circle boundary using integer arithmetic rather than floating point calculations.
This document discusses scan conversion and line drawing algorithms. Scan conversion is the process of representing graphics objects as a collection of pixels. It converts vector images into raster images for display. Common objects that can be scan converted include points, lines, polygons, and characters. The document describes two algorithms for line drawing in scan conversion: DDA (Digital Differential Analyzer) and Bresenham's algorithm. It provides examples of how to use the DDA algorithm to plot lines between points by calculating the change in x and y values at each step and setting pixels accordingly. The DDA algorithm allows lines to be drawn rapidly but has disadvantages related to rounding operations.
The document discusses several common algorithms for computer graphics rendering including Bresenham's line drawing algorithm, the midpoint circle algorithm, and scanline polygon filling. Bresenham's algorithm uses only integer calculations to efficiently draw lines. The midpoint circle algorithm incrementally chooses pixel coordinates to draw circles with eightfold symmetry and without floating point operations. Scanline polygon filling finds the edge intersections on each scanline and fills pixels between interior intersections.
The document discusses several common algorithms for computer graphics rendering including Bresenham's line drawing algorithm, the midpoint circle algorithm, and scanline polygon filling. Bresenham's algorithm uses only integer calculations to efficiently draw lines. The midpoint circle algorithm incrementally chooses pixel coordinates to draw circles with eightfold symmetry and without floating point operations. Scanline polygon filling determines the edge intersections on each scanline and fills pixels between interior intersections.
Output Primitives in Computer Graphics and Multimediasaranyan75
This document discusses 2D graphics algorithms. It begins by describing output primitives like points, lines, polygons, text and images. It then covers key line drawing algorithms like DDA, midpoint and Bresenham's which incrementally determine pixel positions on a digital display. Next, it explains the midpoint circle drawing algorithm for rasterizing circles. Antialiasing techniques to smooth jagged edges are also mentioned. Finally, area fill algorithms to color interior regions of shapes are introduced.
Computer Graphics and Multimedia Output primitivessaranyan75
This document discusses 2D graphics algorithms. It begins by describing output primitives like points, lines, polygons, text and images. It then covers key line drawing algorithms like DDA, midpoint and Bresenheim's which incrementally calculate pixel positions on a line. The midpoint circle drawing algorithm is also summarized which uses a decision parameter to iteratively determine pixels on a circle. The document concludes with a brief overview of antialiasing techniques and fill area algorithms.
This document discusses different techniques for drawing circles in computer graphics, including Cartesian coordinates, polar coordinates, and the midpoint circle algorithm. Cartesian coordinates directly use the circle equation to plot points, but is inefficient due to calculations and gaps. Polar coordinates express the circle in parametric form using angle and radius, which solves the gap issue but still requires floating-point calculations. The midpoint circle algorithm derives a decision parameter to iteratively select the next point using integer increments, making it the most efficient method.
The document discusses algorithms for drawing lines and circles on a discrete pixel display. It begins by describing what characteristics an "ideal line" would have on such a display. It then introduces several algorithms for drawing lines, including the simple line algorithm, digital differential analyzer (DDA) algorithm, and Bresenham's line algorithm. The Bresenham algorithm is described in detail, as it uses only integer calculations. Next, a simple potential circle drawing algorithm is presented and its shortcomings discussed. Finally, the more accurate and efficient mid-point circle algorithm is introduced. This algorithm exploits the eight-way symmetry of circles and only calculates points in one octant.
The document discusses algorithms for drawing lines and circles on a discrete pixel display. It begins by describing what characteristics an "ideal line" would have on such a display. It then introduces several algorithms for drawing lines, including the simple line algorithm, digital differential analyzer (DDA) algorithm, and Bresenham's line algorithm. The Bresenham algorithm is described in detail, as it uses only integer calculations. Next, a simple potential circle drawing algorithm is presented and its shortcomings discussed. Finally, the more accurate and efficient mid-point circle algorithm is described. This algorithm exploits the eight-way symmetry of circles and uses incremental calculations to determine the next pixel point.
The document describes several algorithms for drawing circles:
1. Using the circle equation requires significant computation and results in a poor appearance.
2. Using trigonometric functions is time-consuming due to trig computations.
3. The midpoint circle algorithm uses the midpoint between candidate pixels to determine which is closer to the actual circle. It has less computation than the circle equation.
4. Bresenham's circle algorithm uses a decision parameter D to iteratively select the next pixel, requiring fewer computations than trigonometric functions.
The document is a laboratory manual for the course "Computer Graphics & Multimedia" that includes experiments on various computer graphics and multimedia topics. It contains an introduction, list of experiments, and details of the experiments. Some key experiments include implementing algorithms for line drawing, circle drawing, and applying transformations like translation, scaling and rotation. The objectives are to introduce basic computer graphics concepts and algorithms, and expose students to 2D and 3D graphics as well as multimedia formats and applications.
The document describes various computer graphics output primitives and algorithms for drawing them, including lines, circles, and filled areas. It discusses line drawing algorithms like DDA, Bresenham's, and midpoint circle algorithms. These algorithms use incremental integer calculations to efficiently rasterize primitives by determining the next pixel coordinates without performing floating point calculations at each step. The midpoint circle algorithm in particular uses a "circle function" and incremental updates to its value to determine whether the next pixel is inside or outside the circle boundary.
The document discusses graphics output primitives and coordinate reference frames used in computer graphics. It defines basic primitives like points and lines and describes how they are used to construct more complex graphics. It explains absolute and relative coordinate systems and how to specify a world coordinate system in OpenGL. It also describes common algorithms for drawing lines and circles like Bresenham's line algorithm and the midpoint circle algorithm.
The document describes various line drawing algorithms including DDA, Bresnahan's, and circle generating algorithms like midpoint and Bresnahan's. It explains the steps of each algorithm, provides examples, and compares DDA and Bresnahan's algorithms. It also discusses character generation methods like stroke, dot matrix, and starburst.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
The document discusses algorithms for drawing lines and circles on raster displays. It describes Bresenham's line algorithm which uses only integer calculations to determine which pixels to turn on along a line. For circles, it presents the midpoint circle algorithm which uses incremental integer calculations and the implicit equation of a circle to determine the pixel positions along the circle boundary.
It gives detailed description about Points, Lines, Attributes of Output Primitives, Line Functions, Line Drawing Algorithms, DDA Line drawing algorithms, Bresenham’s Line Algorithm, Circle Generating Algorthims
The document is a lab manual for a course on Computer Graphics and Multimedia. It contains:
1. A table of contents listing various sections like the time table, university scheme, syllabus, list of books, and list of programs.
2. The time table, university scheme, and syllabus provide details about the course schedule, assessment scheme, and topics to be covered.
3. The list of books and list of programs provide resources for students to refer to for the course and experiments to be performed in the lab.
This includes different line drawing algorithms,circle,ellipse generating algorithms, filled area primitives,flood fill ,boundary fill algorithms,raster scan fill approaches.
This document discusses various algorithms used for computer graphics rendering including scan conversion, line drawing, circle drawing, ellipse drawing, and polygon filling. It describes the Digital Differential Analyzer (DDA) algorithm for line drawing and Bresenham's algorithm as an improvement over DDA. Circle drawing is achieved using the midpoint circle algorithm and ellipse drawing using the midpoint ellipse algorithm. Polygon filling can be done using scan line filling or boundary filling algorithms.
This document discusses different techniques for drawing circles in computer graphics. It begins by defining what a circle is mathematically. It then describes three main techniques: using Cartesian coordinates, polar coordinates, and the midpoint circle algorithm. The midpoint circle algorithm is described in detail as being the most efficient technique. It works by incrementally calculating decision parameters to determine the next pixel on the circle boundary using integer arithmetic rather than floating point calculations.
This document discusses scan conversion and line drawing algorithms. Scan conversion is the process of representing graphics objects as a collection of pixels. It converts vector images into raster images for display. Common objects that can be scan converted include points, lines, polygons, and characters. The document describes two algorithms for line drawing in scan conversion: DDA (Digital Differential Analyzer) and Bresenham's algorithm. It provides examples of how to use the DDA algorithm to plot lines between points by calculating the change in x and y values at each step and setting pixels accordingly. The DDA algorithm allows lines to be drawn rapidly but has disadvantages related to rounding operations.
The document discusses several common algorithms for computer graphics rendering including Bresenham's line drawing algorithm, the midpoint circle algorithm, and scanline polygon filling. Bresenham's algorithm uses only integer calculations to efficiently draw lines. The midpoint circle algorithm incrementally chooses pixel coordinates to draw circles with eightfold symmetry and without floating point operations. Scanline polygon filling finds the edge intersections on each scanline and fills pixels between interior intersections.
The document discusses several common algorithms for computer graphics rendering including Bresenham's line drawing algorithm, the midpoint circle algorithm, and scanline polygon filling. Bresenham's algorithm uses only integer calculations to efficiently draw lines. The midpoint circle algorithm incrementally chooses pixel coordinates to draw circles with eightfold symmetry and without floating point operations. Scanline polygon filling determines the edge intersections on each scanline and fills pixels between interior intersections.
Output Primitives in Computer Graphics and Multimediasaranyan75
This document discusses 2D graphics algorithms. It begins by describing output primitives like points, lines, polygons, text and images. It then covers key line drawing algorithms like DDA, midpoint and Bresenham's which incrementally determine pixel positions on a digital display. Next, it explains the midpoint circle drawing algorithm for rasterizing circles. Antialiasing techniques to smooth jagged edges are also mentioned. Finally, area fill algorithms to color interior regions of shapes are introduced.
Computer Graphics and Multimedia Output primitivessaranyan75
This document discusses 2D graphics algorithms. It begins by describing output primitives like points, lines, polygons, text and images. It then covers key line drawing algorithms like DDA, midpoint and Bresenheim's which incrementally calculate pixel positions on a line. The midpoint circle drawing algorithm is also summarized which uses a decision parameter to iteratively determine pixels on a circle. The document concludes with a brief overview of antialiasing techniques and fill area algorithms.
This document discusses different techniques for drawing circles in computer graphics, including Cartesian coordinates, polar coordinates, and the midpoint circle algorithm. Cartesian coordinates directly use the circle equation to plot points, but is inefficient due to calculations and gaps. Polar coordinates express the circle in parametric form using angle and radius, which solves the gap issue but still requires floating-point calculations. The midpoint circle algorithm derives a decision parameter to iteratively select the next point using integer increments, making it the most efficient method.
The document discusses algorithms for drawing lines and circles on a discrete pixel display. It begins by describing what characteristics an "ideal line" would have on such a display. It then introduces several algorithms for drawing lines, including the simple line algorithm, digital differential analyzer (DDA) algorithm, and Bresenham's line algorithm. The Bresenham algorithm is described in detail, as it uses only integer calculations. Next, a simple potential circle drawing algorithm is presented and its shortcomings discussed. Finally, the more accurate and efficient mid-point circle algorithm is introduced. This algorithm exploits the eight-way symmetry of circles and only calculates points in one octant.
The document discusses algorithms for drawing lines and circles on a discrete pixel display. It begins by describing what characteristics an "ideal line" would have on such a display. It then introduces several algorithms for drawing lines, including the simple line algorithm, digital differential analyzer (DDA) algorithm, and Bresenham's line algorithm. The Bresenham algorithm is described in detail, as it uses only integer calculations. Next, a simple potential circle drawing algorithm is presented and its shortcomings discussed. Finally, the more accurate and efficient mid-point circle algorithm is described. This algorithm exploits the eight-way symmetry of circles and uses incremental calculations to determine the next pixel point.
The document describes several algorithms for drawing circles:
1. Using the circle equation requires significant computation and results in a poor appearance.
2. Using trigonometric functions is time-consuming due to trig computations.
3. The midpoint circle algorithm uses the midpoint between candidate pixels to determine which is closer to the actual circle. It has less computation than the circle equation.
4. Bresenham's circle algorithm uses a decision parameter D to iteratively select the next pixel, requiring fewer computations than trigonometric functions.
The document is a laboratory manual for the course "Computer Graphics & Multimedia" that includes experiments on various computer graphics and multimedia topics. It contains an introduction, list of experiments, and details of the experiments. Some key experiments include implementing algorithms for line drawing, circle drawing, and applying transformations like translation, scaling and rotation. The objectives are to introduce basic computer graphics concepts and algorithms, and expose students to 2D and 3D graphics as well as multimedia formats and applications.
The document describes various computer graphics output primitives and algorithms for drawing them, including lines, circles, and filled areas. It discusses line drawing algorithms like DDA, Bresenham's, and midpoint circle algorithms. These algorithms use incremental integer calculations to efficiently rasterize primitives by determining the next pixel coordinates without performing floating point calculations at each step. The midpoint circle algorithm in particular uses a "circle function" and incremental updates to its value to determine whether the next pixel is inside or outside the circle boundary.
The document discusses graphics output primitives and coordinate reference frames used in computer graphics. It defines basic primitives like points and lines and describes how they are used to construct more complex graphics. It explains absolute and relative coordinate systems and how to specify a world coordinate system in OpenGL. It also describes common algorithms for drawing lines and circles like Bresenham's line algorithm and the midpoint circle algorithm.
The document describes various line drawing algorithms including DDA, Bresnahan's, and circle generating algorithms like midpoint and Bresnahan's. It explains the steps of each algorithm, provides examples, and compares DDA and Bresnahan's algorithms. It also discusses character generation methods like stroke, dot matrix, and starburst.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
Building RAG with self-deployed Milvus vector database and Snowpark Container...Zilliz
This talk will give hands-on advice on building RAG applications with an open-source Milvus database deployed as a docker container. We will also introduce the integration of Milvus with Snowpark Container Services.
2. Module – 1(Basics of Computer graphics and
Algorithms)
• Basics of Computer Graphics and its applications.
Video Display devices- Refresh Cathode Ray Tubes,
Random Scan Displays and systems, Raster scan
displays and systems.
• Line drawing algorithms- DDA, Bresenham’s algorithm.
Circle drawing algorithms- Midpoint Circle generation
algorithm, Bresenham’s algorithm.
60. • 1. Beam Penetration Method :
Beam Penetration Method is quite similar to the normal CRT and it uses only one electron
gun. In this, different colors of multi-layered are coated on inner surface of screen,
normally the two layers of phosphorus i.e., red and green are coated. It is a method used
for displaying color pictures that has been used with random scan monitors.
• 2. Shadow Mask Method :
Shadow Mask Method is the method which is used in raster scan system which includes
color TVs. In this the pixel is made up of three -colors. So due to three colors it uses three
electron guns one for producing each color. The colors are red, green and blue. In this the
important consideration for a color monitor is the setting of electron guns and the
phosphor dots forming a pixel.
61.
62. Line drawing algorithms
• The Line drawing algorithm is a graphical algorithm which is used to
represent the line segment on discrete graphical media, i.e., printer and
pixel-based media.
• A line contains two points. The point is an important element of a line
Equation of the straight line
We can define a straight line with the help of the following equation.
y= mx + a
• Where,
64. DDA (Digital Differential Analyzer)
• Simplest line drawing algorithm.
• Digital Differential Analyzer algorithm is also known as an incremental
method of scan conversion. Previous step results are used in the next
step.
• Digital Differential Analyzer algorithm is used to perform rasterization
on polygons, lines, and triangles etc
65.
66.
67.
68.
69.
70.
71. Algorithm of Digital Differential Analyzer (DDA) Line Drawing
Step 1: Start.
Step 2: We consider Starting point as (x1, y1), and ending point (x2, y2).
Step 3: Now, we have to calculate Δx and Δy.
Δx = x2-x1
Δy = y2-y1
m = Δy/Δx
72. Step 4: Now, we calculate three cases.
If m < 1
Then x change in Unit Interval
y moves with deviation
(xk+1, yk+1) = (xk+1, yk+m)
If m > 1
Then x moves with deviation
y change in Unit Interval
(xk+1, yk+1) = (xk+1/m, yk+1)
If m = 1
Then x moves in Unit Interval
y moves in Unit Interval
(xk+1, yk+1) = (xk+1, yk+1)
Step 5: We will repeat step 4 until we find the ending point of the line.
Step 6: Stop.
73.
74. Problems
• There is a system with resolution 640 X 480. Calculate the size of
the frame buffer to store 12 bits per pixel?
Solution
Resolution = 640 X 480
Number of bits/pixel = N = 12
Required Frame Buffer Memory = N X Resolution
= 12 X 640 X 480
Memory in bytes = (12 x 640 X 480) / 8
= 460800 Bytes
Memory in KB = 460800/1024
= 450 KB
75. There is a system with resolution 1280 X 1024. Find out the size of frame buffer in
bytes and kilobytes, if 9 bits per pixel are stored. Also find out how many colors can
be displayed?
Solution
Resolution = 1280 X 1024
Number of bits/pixel = N = 9
Required Frame Buffer Memory = N X Resolution
= 9 X 1280 X 1024
Memory in bytes = (9 X 1280 X 1024) / 8
= 1474560 Bytes
Memory in KB = 1474560/1024 = 1440 KB
• If there are n bits per pixel then we can have a total of 2n colors.
Here we have 9 bits per pixel, so,
Total number of colors = 2n = 29= 512 colors
76. There are two raster systems with resolutions of 1280×1024, and 2560×2048.
a) Tell the size of the frame buffer (in bytes) for each of these systems to store 12
bits/pixel? b) How much storage is required for each system if we store 24 bits per
pixel?
1280 x 1024 x 12 bits / 8 = 1920KB
2560 x 2048 x 12 bits / 8 = 7680KB
77. Consider two raster systems with the resolutions of 640 x 480 and 1280 x 1024.
a) How many pixels could be accessed per second in each of these systems by a
display controller that refreshes the screen at a rate of 60 frames per second?
Solution
Since 60 frames are refreshed per second and each frame consists of 640 x 480 pixels,
the access rate of such a system is (640 x 480) * 60 = 1.8432 x 107 pixels/second.
Likewise, for the 1280 x 1024 system, the access rate is (1280 x 1024) * 60 = 7.86432 x 107 pixels/second.
79. Line equation
The slope-intercept form of a line is written as
• To illustrate Bresenham’s approach, we first consider the scan conversion
process for lines with positive slope less than 1
• Pixel positions along a line path are the determined by sampling at unit x
intervals.
• Starting from the left end point( x0,y0) of a given line, we step to each
successive column(x position) and plot the pixel whose scan line y value is
closest to the line path
89. Calculate the points between the starting coordinates (9, 18) and
ending coordinates (14, 22).
Calculate ΔX and ΔY from the given input.
ΔX = Xn – X0 = 14 – 9 = 5
ΔY =Yn – Y0 = 22 – 18 = 4
Calculate the decision parameter.
Pk= 2ΔY – ΔX = 2 x 4 – 5 = 3
So, decision parameter Pk = 3
90. As Pk >= 0, so case-02 is satisfied.
Thus,
k+1 k
• P = P + 2ΔY – 2ΔX = 3 + (2 x 4) – (2 x 5) = 1
• Xk+1 = Xk + 1 = 9 + 1 = 10
• Yk+1 = Yk + 1 = 18 + 1 = 19
Similarly, Step-03 is executed until the end point is reached or number of iterations
equals to 5 times.
(Number of iterations = ΔX =5 times)
x y p
9 18 3
10 19 1
11 20 -1
12 20 7
13 21 5
14 22 3
91. Calculate the points between the starting coordinates (20, 10) and ending coordinates (30, 18).
dx=10 dy=8 2dy=16
Pk=2dy-dx= 16-10=6
2dy-2dx= 16-20 = -4
x y p
20 10 6
21 11 2
22 12 -2
23 12 14
24 13 10
25 14 6
26 15 2
27 16 -2
28 16 14
29 17 10
30 18 6
109. Píoblem-
02:
Given the centre point coordinates (4, 4) and radius as 10, generate all
the points to form a circle.
Given-
Centre Coordinates of Circle (X0, Y0) = (4, 4)
Radius of Circle = 10
The following table shows the generation of points
for Quadrant-1-
Xplot = Xc + X0 = 4 + X0
Yplot = Yc + Y0 = 4 + Y0
110.
111.
112. Bresenham’s Circle Drawing Algorithm
Bresenham’s algorithm is also used for circle drawing.
It is known as Bresenhams’s circle drawing algorithm.
Let us assume we have a point p (x, y) on the boundary of the circle and with r radius
satisfying the equation fc (x, y) = 0
113. We assume,
The distance between point P3 and circle boundary = d1
The distance between point P2 and circle boundary = d2
Now, if we select point P3 then circle equation will be-
d1 = (xk +1)2 + (yk)2 – r2 {Value is +ve, because the point is
outside the circle}
if we select point P2 then circle equation will be-
d2 = (xk +1)2 + (yk –1)2 – r2 {Value is -ve, because the point is
inside the circle}
Now, we will calculate the decision parameter
(dk) = d1 + d2
dk =(xk +1)2 + (yk)2 – r2 + (xk +1)2 + (yk –1)2 – r2
= 2(xk +1)2 + (yk)2+ (yk -1)2 – 2r2 ……… (1)
114. If
dk < 0
then
Point P3 is closer to circle boundary, and the final coordinates are-
(xk +1, yk) = (xk +1, yk)
If
dk >= 0
then
Point P2 is closer to circle boundary, and the final coordinates are-
(xk +1, yk) = (xk +1, yk -1)
Now, we will find the next decision parameter (dk+1)
(dk+1) = 2(xk+1 +1)2 + (yk+1)2+ (yk+1 -1)2 – 2r2 …………… (2)
Now, we find the difference between decision parameter equation (2) – equation
(1)
(dk+1) – (dk) = 2(xk+1+1)2 + (yk+1)2+ (yk+1 –1)2 – 2r2 – 2(xk +1)2 + (yk)2+ (yk– 1)2 –
2r2
(dk+1) = dk + 4xk + 2(yk+1
2– yk
2) –2 (yk+1 – yk) + 6
117. Algorithm of Bresenham’s Circle Drawing
Step 1: Start.
Step 2: First, we allot the starting coordinates (x1, y1) as follows-
x1 = 0
y1 =r
Step 3: Now, we calculate the initial decision parameter d0 –
d0 = 3 – 2 x r
Step 4: Assume,the initial coordinates are (xk, yk)
The next coordinates will be (xk+1, yk+1)
Now, we will find the next point of the first octant according to the value of the decision parameter
(dk).
Step 5: Now, we follow two cases-
Case 1: If
dk < 0
then
xk+1 =xk + 1
yk+1 =yk
dk+1 = dk + 4xk+1 + 6
Case 2: If
dk >= 0
then
xk+1 =xk + 1
yk+1 =yk –1
dk+1 = dk + 4(xk+1 – yk+1)+ 10
Step 6: If the center coordinates (x1, y1) is not at the origin (0, 0), then we will draw the points as follow-
X coordinate = xc + x1
y coordinate = yc + y1 {xc andyc representsthe current value of x and y coordinate}
Step 7: We repeat step 5 and 6 until we get x>=y.
Step 8: Stop.
118. Example
The radius of a circle is 8, and center point coordinates are (0, 0). Apply
bresenham’s circle drawing algorithm to plot all points of the circle.
Solution:
Step 1: The given stating points of the circle (x1, y1) = (0, 0)
Radius of the circle (r) = 8
Step 2: Now, we will assign the starting point (x1, y1) as follows-
x1 = 0
y1 = r (radius) = 8
Step 3: Now, we will calculate the initial decision parameter (d0)
d0 = 3 – 2 x r
d0 = 3 – 2 x 8
d0 = -13
Step 4: The value of initial parameter d0 < 0. So, case 1 is satisfied.
Thus,
xk+1 =xk + 1 = 0 + 1 = 1
yk+1 =yk = 8
dk+1 = dk + 4xk+1 + 6 = –13 + (4 x 1) + 6 = –3
Step 5: The center coordinates are already (0, 0) so we will move to next step.
Step 6: Follow step 4 until we get x >= y.